YEAH, WE PATCH EVERY 4 DAYS, WE’RE COOL LIKE THAT! It might seem like we JUST patched last Wednesday - and, oh, yeah, we did! New stuff coming at you because we are Just That Cool as we head towards cleaning out our list of Closed-Beta-Blocking-Bugs. There isn’t anything too crazy in here as it’s only a few days of updates. Some retooling of how we handle death, armor, and machines more than anything else to handle some long-standing bugs, and some UI polish as well. Enjoy!
UI: -- Improved Encyclopedia UI to be less programmer-art-y
-- Allowed Fan Gift Tracker to handle multiple simultaneous fan gifts
-- Fan Gift widgets are properly aligned at side of screen
-- Rescaled Fan Gift widgets to avoid alignment issues
Content: -- Lightweight injector now applies the correct buff and is actually quite useful
-- Added new Armor Forge machine to some shops/medlabs to help with your armor repairing needs
Polish: -- Fix for 4.23 build issue with GameplayTags
-- Tosser plus Bubble Wand now shoots a spray of projectiles
-- Fixed log spam being thrown by Tar_Splatter
-- Quitting rapidly before the "end run" screen comes up will no longer allow you to avoid death via save file
-- Timed our animations to work with the new auto-calculated descent timings for flyup/slamdown
-- Machines no longer have accidental collision set on their holographic signs
-- Added debug text capabilities to FGWidgets
-- Removed debug spam from ThrownWeaponProjectile
-- Cleaned up some machine transaction data
-- Fixed bug where Biggest Fan could fly you down two levels at once
-- Fixed broken grates in Stompers_Std
-- The armor forge now saves and loads when you leave and rejoin a run
-- Updated the art and collision setting for the armor forge
-- Portable Repair Kit is no longer an injector (it started off life as one)
-- Re-tagged Portable Repair Kit
-- Artified Portable Repair Kit
-- Animated Forge and prettified
-- Cleaned up some of the machine pools
-- Added armor forges to all shop rooms
-- Added persistent data for Fame system
-- Retooling of how Transactions handle you losing health containers:
-- If you have no health containers left, transactions involving health containers fail without taking a health container/killing you (fixes an issue where Abacus could eternally open Genetic Surgeries)
-- If you have no health containers left as Decimus, your worn armor if any can keep you alive still (not sure I like this TBH but handling it otherwise is visually confusing)
-- Creatures can still be lost by losing their last bits of health (so you can still kill creatures by wacking them into Genetic Surgeries if you can pull that off)
-- Blood locks (which transact hearts rather than heart containers) should still function the same
-- Walloping heart consumables into blood locks/etc. still works the same
-- Let me know if you see issues as this is all pretty fiddly and could easily have unintended consequences!
-- Health Gambler machines now do 32 damage to NPCs rather than 128
-- Fixed the immunity that you get during the "arena pod opening" animation to protect you from pit hits and to last a little bit after you regain control to give you a chance to get out of a dangerous situation before you get hit
-- In yet another "doesn't add a ton of functionality yet but handles some edge cases and touches everything and could break stuff" - reworked death and corpse states to be cleaner, moved some aspects into C++
-- Damage.IgnoresArmor now does actually damage your armor if you are out of HP
-- This sounds odd but allows for fewer strange cases like Decimus being able to trigger health gamblers while in his flak jacket penalty-free or Abacus not being able to use health gamblers when it feels like he should.
-- If your armor is all that is keeping you alive and you swap armor, you now die if the new armor has insufficient armor left (previously you'd survive with 0HP/armor)
-- Also moved more death-handling stuff to C++ for BaseCharacter
Friends & Family Patch 0.1.17
POLISH TIME BABY! We focused this week on quality of life and bugfixes! In particular, we addressed some things that were subtle, but were really hard to fix and had been around for a long while. These annoying little issues had stuck around for a while because we knew they weren’t “too bad” but fixing them could cause other things to need a lot of retesting. Screw that, it’s time to clean it all up!
Some rewrites to cure long standing issues include:
-- Wallops have been re-done to prevent issues where the PC or NPC could rarely with certain stats get “held up” and not be fully walloped. Please keep an eye out for behavior/feel changes!
-- Collision has been overhauled for creatures and some objects to prevent some subtle issues, especially with creatures occasionally getting stuck on a ceiling while pouncing or slamming down.
-- Claw Pounce attacks are better at choosing where you land. (related in part to the above collision changes)
-- Weapons can customize their attack ranges per attack, allowing Pulverizer/Claws/Shock Sword to feel much more different from each other.
-- All achievements and drops have been checked/fixed/tweaked to allow 100% completion to be possible! Previously, subtle things could prevent some things from spawning or being encountered despite appearing in the Encyclopedia. Details below!
So if you see any issues appearing from the above, please do report ‘em!
And we’ve unlocked the Robot Assassin Abacus for testing without you needing a Decimus win first so we can get extra testing in on him even if people clear out their save files! In celebration, we prettified the Character Select screen to give a bit more information as well.
Thanks a ton!
Combat: -- All wallops now use a consistent upward force instead of modifying it by the distance of travel
-- Fixed an issue where wallops would occasionally not happen, often with smaller wallops
-- Fixed an issue where gladiators would occasionally dash in place without going anywhere
-- Leaping with the claw weapons is now much better at understanding where you can safely leap
-- Big (mostly invisible) weapons overhaul on melee attacks to clean up - keep an eye out for issues!
-- Weapons can now set attack arcs on a per-attack basis
-- Weapons can override AOE attacks on a per-attack basis
-- Claws now have a narrower attack arc for default attack and 360 degree arc for slashing pounce
-- Slashing pounce FX scale up with melee range
-- Pulverizer now has a 360 degree arc by default
-- Electric Sword now more cleanly handles power attacks vs normal attacks
-- Electric Sword power attack FX scale up with melee range
-- Electric Sword has a 240 degree attack arc by default
UI: -- Carnage pop ups are cleaner, last longer/shorter durations depending how many carnage points are granted
-- Fixed an issue where the player could get stuck facing the wrong direction if you stopped moving your mouse
-- Clipping works properly on achievements as they animate while going to next level
-- The character select screen now shows the currently selected class's name and description
Content: -- Secret rooms no longer attempt to connect to arena rooms and thus no longer connect to arena rooms and look terrible doing so
-- Robot Assassin Abacus is now available without having to beat the game first for maximum testing potential
-- Added new gadget - Portable Airdrop - sends a gift box from your fans
-- Cleanup making sure achievements all can be completed:
-- Added mutation Terminal Velocity to Special Mutation spawn pool (can no longer pick up hearts, but gain giant stat ups)
-- Added Shocker to spawn pools (zappy Active Item)
-- Proving Grounds unlocks its achievement properly
-- Removed some unimplemented achievements/items from Encyclopedia
NPC -- Your robot buddies can no longer open blood locks for you
-- Reduced character bounce to help prevent stacking enemies from shooting themselves through the ceiling
-- Fixed timing on Sword Gladiator enemy attacks, including removing a buried insta-attack on Uppercut
-- Cleaned up firing nodes for Sword Gladiator
-- Champ and Claw Gladiator can no longer insta-pounce when their Fury is raised enough by level ups
Polish: -- Added much logging to buffs if Buff_Verbose is set
-- Added logging to rooms around Room Buffs
-- Added new log types
-- Pulverizer cleanup:
-- Fixed double-mesh displaying on Pulverizer
-- Pulverizer now unequips properly
-- Fixed warning on unequipping Pulverizer
-- Added new damage tag "Damage.KeepFlawless" to mark intentionally self-inflicted damage as not breaking Flawless/Bloodless achievements
-- Updated public text of Bloodless/Flawless achievements to be a bit more clear
-- Hitting yourself in the face with Bomber will now break your flawless type achievements
-- Fixed an issue where the player could die multiple times before "actually" dying
-- Multishot now starts clone projectiles near the attacked creature, not the attacker (fixes bug where Tosser clones w/ Multishot would still start near the PC)
-- Fan rewards now chose the closest safe tile to the player's position to place the reward
-- Made Headhunter mutation description more clear, added flavor text
-- Spike traps are animated more energetically
-- Made more obvious periods of spike danger vs. safety
-- Cameras now have a loot pool and are destroyable with bombs
-- The mouse cursor no longer changes position when it is hidden by you using a gamepad or keyboard
-- Fixed an issue where you could try to select the next menu option with a gamepad or keyboard and it would select the same one you were already on once
-- Added logging to run manager
-- Fixed some misplaced border tiles in a stomper room
-- Fixed bug with "Play last seed" not always functioning properly. Note: This was a bit of a subtle thang with moving to a new full mani-menu type system for creating new runs instead of an early-dev-casual "hey, we should make temp new runs internally sometimes so we have a valid run going at all times" kind of system. Obviously the new ways is better/cleaner, and it should be handled well and be invisible, but keep an eye out for any new oddnesses with level saving/loading, creating new runs, ending runs, etc. Thanks! -Gaff
-- Removed spammy logging for audience and account managers
-- Win streaks properly go away when account data is reset
-- Changed mirror armor material
-- Moved spotlights in start room to better places
-- Fixed an issue where spawn cages in the Big Show would try to remove themselves from the room twice
-- Creating a run and quitting before the first combat will no longer be treated as if you hadn't created a run at all
-- Claws are now both the same material vs. one being iron and one ceramic (oops)
-- Added a simple metal texture to the claws used by the claw gladiator and Da Champ
-- Fixed an issue where secret doors could crash the game while setting up their decoy wall
-- Fixed minor issue with secret door redirector type
-- Dead walloped guys can now open blood locks (chests, gates, etc.) for you on their way to dying For Real
-- The mouse wheel can now be used to change menu options
-- Fixed a bug where you could no longer target enemies with your claw's leap attack
-- Fixed an issue where the flyup descent timing was happening too late
-- Fixed an issue where the flyup descent sound was playing at the wrong location
-- Telekinetic weapon now works with Claws
-- Tosser and Claws now work together - behavior: quick click attack to just throw weapon, hold attack to throw weapon and then follow with slashing pounce
-- Tosser and Telekinetic Weapon now interact harmoniously (tossed weapon was emitting from the player, not the telekinetic weapon)
-- Claws now have 2 trails when telekinetically controlled
-- Fixed an issue where the telekinetic weapon would lose its collision if it did a flyup attack
-- Fixed an issue where the telekinetic weapon could not target enemies mid claw leap attack
-- Fixed an issue where flying followers were accidently blocking your player movement
-- Fixed an issue where flying buddies were blocking movement and wallops
-- Fixed an issue where fixing the above issue broke leaping telekinetic claw attacks
-- Thrown weapons create particles on expend
-- Thrown telekinetic weapons clean up trails to be more clear
-- Telekinetic weapons handle slashing pounces a bit more cleanly
-- Leaving the tutorial now properly takes you to the starting level of a new run
-- Fixed Tutorial MC dying in pit (causes tutorial camera to be funky, among other things) - changed his capsule defaults
-- Added logging around level transitions, elevator usage, cheats, picking up items
-- Removed extra newline appended to blueprint log functions
-- Fixed some collision setting for burrowed movement
-- Updated several npc's to use proper movement mode setups
-- Cleaned up how we restore your correct collision after leaping and dashing in some cases
-- FTL dash once again picks up items in its path
-- Added ability to tune size of destructible explosions in SpawnedActors
-- Spinners now have destructible meshes when destroyed by the Shredder
-- Spinners create normal floor tiles on destruction and not pits
-- Reduced some log spam
-- Tutorial MC no longer dies on spawn
-- Replacement tiles are now properly decorated
-- Broken spinner tiles now replace themselves with default tiles
-- The spike roller now falls into the big show at the same time as Da Champ, slightly further forward, and slowly advances, even before the first wall falls down
-- The full size spike spider uses the same material as the mini-spike spider for now
-- Da Champ no longer needs to have a direct line of sight to the player before he decides to jump into the arena
-- Fixed an issue where the spike roller was accidently destroying rocks before it comes down
-- Dying counts as taking damage for the Flawless type achievements (thanks @Outlaw !)
-- Fixed an issue where dungeon rooms would complain when cleaning up mid-wallop enemies who will be dead after the wallop is completed
-- The spike roller now blocks projectiles
-- Fixed an issue where the big show was using a low column when it should have been using the full height column
-- Fixed an issue where you could change how enemies attacked you by quitting out mid combat and then re-entering the game
-- Fixed an issue where you could change which weapons Da Champ uses by quitting out mid combat and then re-entering the game
-- If the game enters starting level with bad run data, bounces back to main menu
-- Added bulletproofing to LevelManager being asked to spawn a level when no run data exists
-- Created mirror material for Mirror Shield
-- Changed the floor spikes material to the new texture
-- Changed the level greeter over to the new models and material
-- Adjusted the positioning of the level greeter to work better with the new model
-- End of level and run summary screens now respond to all player input
-- Cleaned up several unnecessary focus changes in the UI
-- Added logging around resurrection of creatures
-- Fixed issue where resurrection could partially fail and partially succeed
-- Added logging for leaving combat
-- Fixed an issue with the mouse cursor not being visible in the menu during certain situations (like when dead)
-- Added major logging to Champ
-- Locked doors can now be opened from behind without needing to unlock them (helps with secret passages leading to shops, etc.)
-- Fixing a bug where exploded tire stacks would re-explode every time you re-entered the game
-- General tire stack cleanups
-- Fixed an issue where secret rooms were stealing the active room status when they were revealed instead of just when you walked into them
-- Fixed: Fury changing mid-animation could cause issues
-- Fixed: If character became unresponsive, was interrupting uninterruptible animation
-- Fixed: NPC’s next actions could be chosen at inappropriate times causing interruption issues
-- Added timer so can tell when firing nodes are finished executing
-- FlyUps now work by setting a timer to fire at the appropriate (scaled, based on notification) time to slam down rather than depending on a direct anim notify firing. This better handles creatures who are very fast or very slow who have attacks that involve flyup
-- Fixed the display name for the mini claw spider
-- Fixed a bunch of different places that were expecting a valid skeletal mesh but not making sure it existed first
-- Added descriptions of weapons and armor to Class Select screen, and beautified
-- Your player will no longer snap to a strange rotation if your mouse leaves the window, but this time without breaking facing during dashing or leaping
Friends & Family Hotfix 0.1.16.1
We have done some pretty important things in the last day and a half since we patched to 0.1.16 and so we decided to do a quick hotfix today.
Important Change #1: You can play the new character Abacus with the new claw weapons without having to unlock him! It may not stay this way forever, but we decided it was important to get as much testing as possible with him as soon as possible.
Important Change #2: A bug was fixed where we were accidentally recalculating our pathing information everywhere, all the time! Hopefully this will give us some performance gains but it is such a sweeping change to how we have been doing things for so long, we wanted testing on it ASAP.
Slightly Less Important But Still Pretty Important Change #3: We have had a ton of different systems spamming the hell out of our logs for quite some time. Recent attempts to track down bugs have been hindered by that spam as well as us missing some important logging for other things. We spent a day cleaning that up significantly, making bug fixing easier.
Friends & Family Patch 0.1.16
NEW CLASS! NEW WEAPON! TWITCH INTEGRATION! NEW STUFF! We’ve been busy!
Since our last update, we added a new robotic playable class - meet Abacus!
He’s got no hearts to start, but makes up for it with innate armor and a new weapon - the fearsome gladiator claws!
Claws are a fast-attack weapon. They hit quickly for micro-wallops, and instead of firing projectiles, allow the wielder to launch across the room in a deadly slashing pounce for mobility and damage combined!
Defeat the Champ with Decimus to unlock Abacus!
As if that weren’t enough, we took Twitch integration to the next level - allowing you to hook up to your twitch chat, allowing any viewers to vote on audience rewards and events. There’ll be more to come!
In addition, find tons of tweaks, bug fixes, and some new cool armor and tougher NPC buff surprises for your adventuring experience - enjoy!
Combat: New weapon: Claws
-- A fast-attack, high mobility player melee weapon
-- Starting weapon for Abacus
Pulverizer revamp:
-- Pulverizer now deals damage during the full course of the swing
-- Pulverizer is more powerful/deals more damage
-- Pulverizer is more reactive
-- Pulverizer does an AOE attack when a slam hits the ground, damaging all around the impact
UI: -- [UI] New unlocked classes show up properly in character select screen
-- New unlock types celebrate properly in unlock widgets
-- Sped up unlock widgets slightly
-- Stacked unlock widgets do not stomp on each other
Content: New robotic PC class - Abacus!
-- Abacus has no hearts to start, has 4 innate armor, less “IT”, higher mass, and some other minor stat tweaks.
-- Abacus unlocks after killing Da Champ with Decimus
-- Abacus starts with Claws as his initial weapon
-- Feedback welcome!
-- Added new armor: Mirror Armor - reflects laser projectiles that would strike you
-- Added new random NPC level-up buff: Goliath - enemies hit harder and move slower
NPCs: -- Many Champ cleanups/tweaks (see polish section)
-- Adjusted dash distances for all gladiators and Da Champ
Features: -- Hooked up Twitch chat/voting and revamped Fan polls
Polish: -- Inventory now handles starting equipment per PC class
-- Having zero HP but armor remaining no longer kills you
-- Removing your last heart container no longer puts you in limbo
-- Fixed a bug that could cause the Big Show fight to restart after killing Da Champ if you left the game then continued
-- Removed some unnecessary invisible collision on the stage in the start room
-- Cleaned up internals of contact damage to be cleaner - keep an eye out for things being off
-- The FTL dash now does a better job not only teleporting you as far as possible in complex cases, but is also less likely to place you stuck inside locations you can't walk out of
-- The FTL dash is now less likely to get you stuck on tiny floor bumps like item pedestals and turntables
-- Power Armor and Rocket Launcher now display properly inside of an Arena Rewards dome
-- Fixed: Certain weapons could show incorrect (duplicated) stats on their info widget
-- Improved some NPC level up buffs
-- The level greeter no longer has an invisible collision shape on the floor if it decides to hide its item pedestal
-- Added new content packs for boss attacks and masks
-- The character select menu buttons now work with the keyboard and controllers
-- Claw work:
-- Can now attach multiple meshes for wearables (Left/Right claws in this case)
-- Firing Manager can now have custom lengths for powered attack input caching
-- Added new animNotify "HoldToContinue" where attacks will be interrupted if attack key not held down
-- The menu no longer can be overlapped by the item reward widget
-- Fix for missing tag issue in build
-- Secret rooms will now try to adjust their position to maximize the number of hallways they connect to
-- Unified how mass is set for all characters
-- FlyUp now maintains a ceiling above which the character becomes hidden. No more oddly sliding NPCs with your camera zoomed out.
-- Moved the math used to adjust dash distance into custom functions and updated all npcs to use them
-- Adjusted the random sizing of floor decor to fix the issue of MASSIVE floor decor
-- Spawnmanager now ignores scale when passed in to avoid Giant Decorative Rocks in the cooked build
-- Fixed issue where stompers could send you into the stratosphere if they hit you at the right location
-- Switched tile decor over to a new, post spawn scaling system
-- Fixed an issue where dashing speed could stack up over and over again, causing people to teleport around
-- Da Champ no longer leaps back to you after pushing the button in the next room
-- Fixed an issue where Da Champ could accidentally open two rooms back to back
-- Character equipment can now properly appear/disappear while leaping above ceiling
-- Claws now do Slashing Pounce on Secondary attack
-- Wearables can now pivot their meshes appropriately with multiple meshes
-- Weapon Pivot point set properly for Claws
-- Trails re-enabled for weapons (was accidentally having issues on several weapons)
-- Trails can now have multiples per weapon
-- Fixed a ton of issues where sand tiles were not checking to see if their art existed before trying to change it
-- Fixed an issue where Da Champ would keep jumping even when there was no new room to jump to
-- Fixed an issue where several of your game settings (like key bindings and volume) would not be loaded until after the first time you opened the in game menu
-- Claw attacks constrained in tight arc
-- Tuned Slashing Pounce attack for claw weapon
-- Created ability to determine landing spot with collision shape extrusion
-- Robot class starts with Claws by default
-- Minidrones who gain the Armored buff are no longer invulnerable masters of the dungeon
-- Slightly tweaked the distance Abacus can dash
-- Added a web link to the twitch OAuth options frame which you can use to get the OAuth you need
-- Fixed a bug where secret rooms weren't picking doors in the correct direction
-- Adjusted the min and max hallway lengths for secret rooms
-- Cleaned up some dungeon generation stuff... like properly spelling variable names
-- Moved Dev mode to new settings file
-- Deprecated old Options save file
-- Refactored Dev Mode cheat to be consistent in GVInstance
-- Added new delegates around options changing
-- Multiple bug fixes around options changing
-- Changed Orbital Shield mutation to Mirror Shield with appropriate visual shift
-- Made NPC variant of Mirror Shield for NPC level ups
-- Added display info for NPC "Mirrored" buff
-- Threat Level has been turned on - now, if the Threat Level goes up when you descend a level, all creatures/traps will do more heart/HP damage (displayed by the Level Greeter in the start room)
-- Attempting to fix an issue with the tutorial bouncy balls being scaled too small in cooked builds
-- First pass on having the AI respect their targets leaping
-- Shovers are less prone to cause crazy physics collisions with things like barrels
-- Shovers could be double-struck by explosions
-- Fixed a possible issue where the AI could continue to pay attention to old targets leaping after it should have already moved on
-- Switched over to the new spike plate model and texture
-- Adjusted the spike tile, wall spikes, and pits to support the new assets
-- Switched pit spike bases and spikes back to the old materials
-- Updated all other spike bases and spikes to the new materials
-- Tweaked the height of the pit base to fix an issue caused by scaling the spike base asset
-- Made significant changes to how the spikes on spiked doors look
-- Fixed crash bug in ValidAITarget
-- Now display Twitch status in chat box
-- Added more status information to C++ on Twitch connections
-- Added Twitch status delegates
-- Chatbox status fades based on twitch being enabled/connected
-- Cleaned out references to old options system
-- Increased the click are for the left (and right) options arrows (thanks hibame!)
-- Unified some of the options menu visuals
-- Fixed an issue with the end of level and end of run screens showing a selection carrot
-- Twitch settings page broadcasts when settings change
-- Moved Twitch settings into C++ struct
-- Removed old twitch blueprint struct/cleaned up references
-- Did some final position adjustments to the Twitch options menu
-- Added ability to view raw twitch connection messages in chat box
-- Added ability to connect directly to twitch from Twitch Options menu
-- Updating the default gamepad controls to hopefully work better
-- Added a default keybinding for the encyclopedia
-- The keybindings options are now much more resistant to us changing default values
-- The displayed text in the Twitch options menu is no longer selectable and no longer highlights when highlighting the associated button
-- Adjusted visibility and location of twitch-based widgets
-- Spawn cages now set themselves up at a safer time
-- Spawn cages now clean themselves up more completely
-- The dungeon room is now better at cleaning up its spawns when forced to shut down combat
-- Spinner tiles now do a better job of picking which neighboring tiles to mark as invulnerable
-- Some significant cleanups to da champ
-- Added ability for client to send messages to twitch
-- Polls can now communicate with twitch
-- Improvements to Poll messaging
-- Added a quick piece of math that will allow us to add player facing into movement input in the future if we want to
-- Removed the bright follow spotlight from the rooms that were using it
-- Poll durations now display properly
-- Significant improvements to how ai's handle the player leaping into the air
-- Poll watcher is prettier
-- Poll options are now broadcast to twitch chat
-- Poll description now auto-generated and broadcast over chat
-- Added checks for priority moves to all remaining ai trees
-- Poll creator cleanup
-- Edge cases handled with twitch communication
-- NPC poll voting order is randomized
-- Clean up to visuals on poll tracker
-- Spike trap tiles now randomly rotate to help with visual variation
-- Event tracker cleanups
-- Added a new start room column that does a better job of covering the corners
-- Cleaned up the existing arena columns to no longer use the ugly double column setup
-- Added a short secret room door to help with the unique look of the secret rooms
-- Adjusted spacing on various HUD widgets
-- Potential fix to issue with GrowBlades buff
-- Characters that fly up all now shove other creatures out of the way as they land
-- Main Menu character can no longer become de-synced from his armor
-- Added ability to flag certain attacks as uninterruptible
-- Fixed grates in Claw_Factory_Std room and moved it to level 2 from level 1
-- Significantly reduced the amount of bouncing done by the player slamming down on enemies with the claw slam attack
-- Fixed an issue with the claw slam hurting the player if they took off while on the edge of a pit
-- Fixed an issue with the claw slam bouncing after hitting the ground if the jump started from inside a pit
-- Updated all of our existing gamepad tutorial ground decals to match the new default gamepad setup
-- Updated all of our existing gamepad tutorial ground decals to use the same gamepad shoulder button image
-- Updated our "shoot" gamepad and keyboard tutorial ground decals to use the same "shoot & aim" terminology
-- Fixed audience polls that would come up and never go away if tiers were rapidly achieved
-- Cleaned up some issues introduced into FTL dash after the new fly up work
-- Fixed bug with various things causing contact damage where odd things could occur (too much damage, no damage, etc.)
-- The buttons in the encyclopedia now sit on "artified" tabs that show what button & page are currently being shown
-- Floating text now uses lighter, happier font
-- Updated all movement mode collision changes to character capsules to now use collision profiles
-- Fixed error thrown by Pulverizer when dropped
-- Moved all fly up capsule disabling and enabling into the base character class
-- Upped Da Champ's leap range when he is trying to get away from something
-- Da Champ will once again try to leap to safety when struck by the spike roller
-- The player character no longer snaps to a weird facing every time the mouse moves off of the game window
-- Pausing or unpausing the game clears out any queued power attacks or similar
-- Added delegate to be able to bind to changes in pause state
-- The dash cooldown timer can no longer be set to less than 1/10 of a second
-- Added a DashCooldownMX variable to allow us to do simple mutation modifications to your dash cooldown
-- Fixed a bug where flying characters were not able to fly over pits
-- Increased the speed of the claw slam attack
-- Enemies now continue to move in the direction they were already facing when you leap in the air instead of towards where you started, since not all enemies were walking toward you in the first place
Friends & Family Patch 0.1.15
MOAH POLISH! This week, as we’re gearing up to focus on Closed Beta (ooh, shiny!) we’re basically handling a fair amount of infrastructure/polish/cleanup type tasks. Enjoy!
NPC -- Added a more forward "hazardous pathfinding" area in front of the spike roller to help convince the ai to avoid it a bit more
-- Fixed an issue caused by push cones not interacting with flying creatures
-- Champ and Rocket Gladiator now RocketJump based on the new FlyUp system
-- Set the spawn cage to no longer let flying creatures pass through unhindered
-- Many small behavior cleanups on Champ
-- Da Champ now will teleport to safety with high priority if hit by the spike roller
-- Major productization of Champ and The Show. Should fix many minor bugs (and will likely create a few since it's a substantial cleanup)
-- Champ now properly handles overlapping cases of retreating from shredder damage, opening new rooms, switching weapons, pouncing, etc.
-- Gladiator/Champ rocket barrages fire larger rockets
-- Sword Gladiator Power Attack moved to new system
Combat: -- Dashing towards where your character is facing vs dashing towards where your character is moving is now a game option you can set
-- Fixed potential for the Viral Spread mutation to unintentionally and unironically spread itself to those you attacked, cool as that accidentally was.
-- Formation projectiles are no longer deflectable/convertible (fixes issue with Dr. Death syringes misbehaving with wallops)
-- If you escape a room as it is entering combat and end up on the other side of the red door gates, you will now be moved back into the room
UI: -- Announcement cleanup
-- Announcements can now properly interrupt each other
-- Announcer head no longer pops up for a frame or two mid-bossroom
-- Fan Gift widgets are cleaned up properly (no longer rarely reappear for a few frames)
-- Created a new, easier to see cursor to use throughout the game
-- Improved our application icon in an unsuccessful attempt to fix our Windows start bar icon issues
-- You can now skip tutorial text consistently with any input
-- Twitch options are now in their own panel
-- Death Summary now properly shows the name of the thing that killed you. I'm sure there's some weirdly named things, let us know in #bugs please!
Content: -- Slightly increased the amount of wallop done by hitting enemies with your dash
-- Added a player specific time dilation increase to the Dash Time mutation
-- Fixed the direction enemies are walloped with the FTL dash mutation
-- FTL dashing over a pickupable object will now pick it up
Polish: -- Flyup/down now happens in a new way. This may change behavior of NPCs leaving the pits, the Champ, Stompers, etc. Keep an eye out for issues!
-- Added cosmetic plug to fill the end of the Rocket Gladiator's missile launcher
-- Hooking up the functional portion of allowing you to dash toward the direction you are moving instead of the direction you are facing
-- Champ AI/room opening/etc. now handled through Action system
-- Champ animates properly during leaping
-- Changed warning involving applying redirectors multiple times to a log message
-- Fixed bug with mutation 2Fer warning after being reapplied post-save or changing levels
-- Fixed potential rare crasher in mutation Tracking Shots
-- Cleaned up issues involving replicating projectiles via Viral Spread
-- Fixed more edge cases with Viral Spread. You can't tell at all how dangerous "doubling" mutations are, can ya?
-- Spinning blade traps no longer float above the ground
-- Updated Gone Viral to use Unreal 4.22.x
-- Fixed potential missing tag issue with Achievement.Level.Bosskill
-- Wallbouncers no longer have decor overlapping them
-- Fixed some holes in walls for SpikeballBouncyHell room
-- Added the twitch options menu to the game
-- Health consumables are now moved by bomb blasts like other consumables are. The bugfix everyone has been waiting for!
-- Fixed up some of the focus flow and control issues with the new text input frame for the options menu
-- A bunch of little material, rendering, and helper function cleanups for translucent sand piles
-- Fixed some issues with sand translucency appearing black the cooked build
-- Fixed an issue where killing Da Champ in the first room would cause the exit elevator to spawn in a strange place
Friends & Family Patch 0.1.14
POLISH, BABY! It might seem like we’re patching up a storm - and, oh yeah, you betcha we are. We’ve been patching weekly and we are enjoying that pace. We plan to continue doing so unless there’s a strong dev reason on a given week - like something new is mid-implementation and/or Too F’ed Up To Inflict On Y’All.
And pre-thanks as well for being understanding that weekly updates will occasionally mean we’ll wanna add Big Things that aren’t necessarily ready for prime time but could still use a little lovin’ from our Friends and Family helping us out.
With all that said - not this week! We had a big focus on polishing based on your feedback - especially for some of the newer mutations and of course Da Champ, The Big Show, and his friendly level-eating Death Shredder. So thanks a bunch for the feedback on our changes!
NPC -- Lowered life for all Oompa Grenadiers
-- Only mortar grenadiers are resistant to explosives
-- Claw Gladiator now pounces using a new retarget system
-- Claw Gladiator is now more likely to pounce the farther he is from his target
-- Bomb spiders now charge past you instead of to the location it initially spotted you at - should feel a bit more organic
Combat: -- Big cleanup/refactor of how projectiles are deflected by wallops - please keep an eye out for projectile oddness!
-- The cleanup of projectiles should cure the rare but heinous case where walloping things like the Juggernaut's bolas with viral spread or multiplication on would occasionally cause a nigh-infinite respawn of mini-bolas.
-- Added camera shake, audio, and other punchiness to player death (@Ludofex had some solid feedback around this as did others, thanks!)
-- Decimus screams on death and has a dramatic death audio whoosh
UI: -- "Game Over" audio plays on Run Summary
-- "You Died" audio now plays when You Died message comes on screen
-- "Click to Continue" animates/gives feedback on click while prompting you to continue from Run Summary UI
-- Added temp icons for achievements
-- Adjusted scaling on Run End Summary to handle 4:3 spacing better
-- Adjusted location of SaveWatcher widget to upper right corner to not overlap with Announcer
Content: -- Shops now appear a bit more populated/have some custom decor
Polish: -- It is now easier to grab objects out of pits by leaping on them
-- The spike roller now keeps trying to knock you away if you are invulnerable during the initial hit
-- Fixed several typos with achievements
-- Added ability to hide certain achievements at end of level/run (no more VIEWEREVENTSUNLOCKED or similar non-public text appearing occasionally)
-- Level name is now always correct on Run Summary UI
-- Buddies, cambots, and your telekinetic weapon can no longer fall through the walls or get stuck on missing pathfinding near the walls
-- Telekinetic Weapon teleports to your location when you are in a room that enters lockdown
-- If your telekinetic weapon somehow still falls through the floor, it will be popped back into the room near where it was
-- Mutation Precognition works properly on The Big Show
-- The Champ’s Claw Carpet attack is much more visible
-- Fixed issue where occasionally Boss Kills were being overridden by Flawless Boss Kills improperly at run end
-- Refactored Flyup/Slamdown changing target mid-jump to be customizable and shared across NPCs (affects Stompers/Champ/Gladiators/etc.)
-- Changed the spike roller to start already spawned in on the Big Show
-- Added a more forward "hazardous pathfinding" area in front of the spike roller to help convince the ai to avoid it a bit more
-- Fixed an issue where the spike roller could still crush you against the opposing wall under certain circumstances
-- Chains on the NPC gladiators’ legs now animate
-- Gladiator chains are no longer multiplying their damage from explosions (yeah, surprised us too)
-- Fixed an issue where Da Champ wasn't able to jump between the different sub-arena rooms
-- Partial cleanup of Champ's pouncing/jumping to new system
-- Fixed Champ's collisions on various sub-meshes
-- Removed various prototype functions that are no longer required
-- Spawn cages no longer appear if they are spawned on an invalid tile
-- Secret doors now properly clean up their wall columns when revealed while not in combat
-- Shops now have wall shelving to try to make them look more unique
-- Removed a bunch of rocks spawned in the corners of shops now that there are shelves there
-- Shrunk one of the shops that had a bunch of extra space for rocks in the corner, but are now removed because of the new walls
-- Secret doors can now hide themselves on walls that have been changed based on room type, like shop walls
-- Removed the shelves from the back of the shop cage, now that it is handled by the walls of the shop
-- Shop shelves now randomly populate themselves with decor
-- Hid a collision box that was visible on the level greeter
-- The level and run end summary screens now support keyboard and gamepad inputs
-- Fixed an issue where arena tiles were not safe with how they tried to measure their distance from the center of their room
-- Fixed an issue where the Big Show exit elevator could spawn behind the spike roller and be inaccessible
-- The spike roller now handles hitting things in pits much more naturally
-- Added an extra fallback teleport box for edge cases where npc's (and the player) get forced through the spike roller
-- Added collision for the spike roller that goes all the way to the ceiling to stop things from ending up stuck on top of it
-- Did a bunch of tweaks and changes to various aspects of the spike roller to help it work a bit better
Friends & Family Patch 0.1.13
Fear THE SHREDDER! Our final (for now!) fight has gotten intense! You now fight through a random series of arena rooms, racing a giant shredder churning the level to bits behind you!
Da Champ is now mid-polish. The fight is still hard, but less randomly so with more telegraphs to many attacks so you have more ability to react.
We’ve also knocked out a ton of fixes for issues and suggestions from your feedback - thanks a million for helping out! Y’all rock. All feedback has been entered in the trackers, so we’re knocking out more of that as well each week in addition to our big feature pushes. Keep the feedback coming, and THANKS!
Features: -- Added giant, world destroying spike roller to The Big Show
-- Champ fight now involves shredding of randomized rooms
-- End of Run/Level gained multiple new ways to gain Fans
UI: -- When picking up multiple armors/etc. rapidly/simultaneously the reward widget flies in and out much more quickly to catch up (thanks for the feedback!)
-- The menu key binding now closes menus if they are open
-- Interaction widgets no longer flicker as you approach them
-- Descriptions of interactables only display when you are in range and not actively in combat
-- Items that haven't been picked up are marked as "Unknown" rather than "Unidentified"
-- Enemy Mutations are now visible on the Character Sheet
Content: -- Signs will now greet you on each level showing new Enemy Mutations and the level name
-- New run achievements - Mutant (20 fans per mutation taken) and Pure Strain Human (400 fans for taking no mutations at all)
-- Shopkeeper now grants Shop Cleared level achievements when shop emptied
-- Each shop on a level can be visited/cleared for achievements individually
Polish: -- Tile spikes glow for visibility (thanks for the feedback)
-- Changed Spikeballs icon to something less obviously not a spikeball
-- Added descriptions for more achievements
-- Added account manager ability to Reset (completely remove) or UnComplete (-1 count) achievements
-- Text references to Viewer Events are replaced with Fan Events
-- Fixed bug with achievement counts being zeroed occasionally
-- Fixed walls/grates and adjusted camera in room BigIntro_Std
-- Da Champ boss adjustments to attacks (fires more rockets, some delay on harpoons, etc.)
-- Laser Sight sparks should no longer appear/disappear (no promises tho - sometimes a GPU is just gonna GPU)
-- Bomb spiders no longer grant free overkills when blowing themselves up
-- Wallbouncers now stencil through occluding walls as other traps do, hopefully making for fewer bouncy surprises
-- Cleaned up some basic ordering of HUD elements
-- Fixed a bug with occasional perma-pausing
-- Updated the coin rock and chest secret rooms to be more rewarding (thanks for the
-- Fixed particularly sneaky spawning bug that was making Telekinetic Weapon and similar mutations unable to spawn even once unlocked via achievement (thanks @loginerror!)
-- Standard door locks can no longer be unlocked via key while room is in combat (avoiding you being walloped into the door and losing a key). Breaching Charges (where your bombs unlock doors) still work mid-combat, and blood locks/spiked doors still work (so you can knock enemies into them to open them)
-- Spiked doors give a proper message now when you are immune to the spikes (generally via Arena Armor)
-- replaced the Ooompa skeleton with the UE4_Mannequin and reanimated the Grenadier_Fire Intro, Loop, and Outro.
-- Updated the rocket gladiator's rocket barrage barrel flash effects to line up better with the launcher
-- Big Spender run achievement now grants fans appropriately
-- Fixed typos in several mutation descriptions
-- Added Da Champ to Encyclopedia
-- Fixed an issue where loading back into The Big Show after some walls had already been destroyed would rebuild those walls, possibly trapping you forever
-- Multiple viewer challenges in a boss room now handled properly in terms of game pausing/widgets
-- Fixed corner grates in Bombspider 4way room
-- Big Fan now stops when you die, instead of repeatedly and ingloriously smashing your corpse's face into the wall.
-- Cleaned up the rocket launcher attachment for the rocket gladiator
-- Changed the attach point for the rocket wave barrel flash effects
-- Added the various "Level Complete" achievements into encyclopedia
-- Added "Misc" section to encyclopedia with consumables, bombgadgets, etc.
-- Added logging around run generation
-- Fixed issue where after resetting save files game was very insistent that you do the tutorial again
-- Fixed potential issue where runs could be accidentally repeated
-- Fixed: Multi bombs/coins no longer block pathing for creatures
-- Bloodthirsty Fans now hate the "Unheralded" combo bonus (but still love all the other ones)
-- Oompa spikeball grenadiers are now able to be directly placed in rooms
-- Level summary has more information, animates, audio
-- Doctor Death no longer occasionally fires without facing you first
-- Added ability to make some attacks not affected by Multiplication viewer event
-- Added loot pool to destroyed tire stacks
-- Significantly increased the speed that Da Champ opens new rooms during the fight
-- Da Champ now opens a new room every time he switches weapons
-- Da Champ now switches weapons with a single leap instead of a leap away and a leap back
-- Increased the total number of arenas in the Big Show to support the faster speed
-- Distant rooms in the Big Show level no longer spawn waves of enemies
-- Added several unique gameplay focused arena rooms for the Big Show level
-- Fixed a bug where the resurrection spell sounds were not respecting your volume settings and were not dropping off with distance
-- Removed announcements on level buffs
-- Crane cameras now save/load properly
-- Fixed a bug where killing Da Champ wouldn't actually let you beat his fight
-- A million changes and updates to the spike roller to make it functional and fun
-- Slowed the speed that Da Champ opens new rooms by about 10 seconds
-- Added ability to have always-unlocked public information regardless of visibility status
-- Fixed issue where levelcomplete would have partially missing swoosh/level name on some resolutions
-- Adjusted appearance of Enemy Mutations icons to look better
-- Fixed a bug where Da Champ's yelling was ignoring our volume and attenuation settings
-- Da Champ now leaps to the button right when the wall begins to break
-- The Big Show's exit elevator now spawns in the same room as the player when the fight ends
-- Champ improvements:
-- Claw Tornado now shoots sawblades
-- Health increased
-- Removed many unused attacks
-- Added pre-and-post animations to claw tornado (was happening too quickly to react to)
-- The Shredder now speeds up if it gets too far away
-- Camera distances unified between combat and non-combat Big Show arena rooms
-- Swapped out the drone factories in the Big Show arena room because the mini-drones it spawns are super hard to see at the room's pulled out camera
-- Attempt to fix a double wall break bug when fighting Da Champ
-- Added border around filled Progression tracker bar
-- Fixed typo on Run End Summary
-- Increased the max speed of the spiked roller when it is far away
-- The spiked roller will now slow down as it gets really close to the next wall
-- The spiked roller stopping distance has been significantly reduced
-- Fixed some issues with The Big Show level and being in combat vs not being in combat
-- Champ's Rocket Barrage now fires rockets rather than laser bullets or null projectiles
-- Created new animation for Cruise Missile attack for Champ
-- Champ with claw attacks is more likely to pounce the further you are from him
-- Fixed an issue with the Big Show being taken out of combat before it should be
-- PC now logs damage done to him
-- Champ no longer randomly damages you via contact damage when not in melee
-- Fix for issue where pauses could break after going up a level within a run
Friends & Family Patch 0.1.12
Moody fans are in!
Now every run can have a bit more variance - based on the mood of the fans you attract! In addition, we have a lot of UI cleanup, a better set of bonus fans granted at the end of each level and at the end of each run, and much more...check it out!
Features: -- Added Fan Moods
Your fans now may fall into one of a set of categories: Zany, Completionist, SpeedRunner, Explorer, Minimalistic, MinMaxer, Sadistic, Bloodthirsty, etc.
They have opinions on the kinds of things they send you, fan events, and the bonus fans at the end of each level and of the run.
As an example, the Biggest Fan mutation is tagged roughly as follows:
Biggest Fan : Is.Violent, Is.Zany, Is.PlayerHelpful, Is.PlayerHarmful, Is.Fast, Is.Mutation
Those tags imply a Zany audience will be rather in favor of it, a MinMaxer audience will quite dislike it, a Minimalistic audience hates everything, a Bloodthirsty audience is all over it, a Sadistic audience probably rather likes it, a SpeedRunner likes it (mmm, fast) - etc. - and so on and so forth for all events/rewards/fan moods. A speedrunning audience gives bonus fans at the end of the level for fast level completion, but less (or no reward at all) for visiting the shop. On the other hand, a Completionist set of fans will do the opposite.
All audiences to date have been Bloodthirsty (preferring violent rewards) or neutral - but they are now randomized on every run. Insane fans choose a set of opinions completely at random for each new run.
Runs on easy/tutorial difficulty start with no fan mood, normal difficulty has 0-1 fan types for their mood, and hard runs have 0-2 fan types make up their mood.
-- As part of this, we changed the way that achievements are tracked - this will zero out your achievements (boo!). Existing runs may also see some issues; resetting your save files is not strictly needed but recommended.
UI: -- Opening the menu now pauses the game
-- Significant update to how the game options frame confirms, discards, and returns game options to their default state
-- Improvements to UI for Run End Summary
-- We now show a Run Summary on death/win (in progress!)
-- Unlocking a mutation/etc. makes it visible in the Encyclopedia immediately
Content: -- Moved hellish spike room from from level 2 to 3, made it slightly easier, less common, fixed grates
-- Improved several other rooms
-- Standard combat rooms can no longer spawn twice in the same dungeon
Polish: -- Added cap to the maximum size for icon display in Encyclopedia entries (no more giant BloodFamous page, @loginerror - thanks for the find!)
-- Created new icons for key binding to mouse 3 and 4 (thumb and thumb 2)
-- Made key binding possible to mouse 3, mouse 4, delete, and home
-- Shrunk the key binding UI icons to be less prominent
-- Audience traits are displayed in the Fan Counter widget
-- Added public descriptions for fan moods
-- Pausing is now handled by a single spot so we can keep track of all pauses and unpauses at once
-- Fixed several issues with improper saving timing and The Big Show
-- Bonus fans boosted by traits appear in green, those penalized appear in red
-- Added ability for Fans to have opinions on parent tags as well (for instance a general opinion on any tag of type Achievement.Level.Combo as well as a particular opinion on Achievement.Level.Combo.Gigacombo)
-- Some cleanup to PC and Dungeon Room
-- Revamp of end of run end of level code to be cleaner
-- Added significant fail-safes to the various resurrecting enemies
-- Increased the number of supported icon resolutions to fix the wrong icon appearing on the task bar
-- Removed the unnecessary second "Gone Viral preview" from the application name
-- Objects are now blocked from spawning multiple times in a more consistent fashion (the audience can still multi-spawn something via poll that is spawned in the world...for now)
-- Pulverizer added to Encyclopedia
-- Big overhaul productizing changing maps in game
-- BUG: Occasional bug where you'd be half in the floor should be gone
-- Laser Sight mutation - laser no longer flickers with movement, end sparks no longer occasionally culled, more consistent facing
-- Fixed potential garbage characters in logs
-- Laser sight properly handles swapping meshes (wearing Power Armor, etc.)
-- Blaster Robbie can no longer destroy your ears by stacking many shot sounds on top of each other
-- Updated all options menus to use the new "accept / restore defaults / back" button setup
-- Fixed an issue with unexpected "any key" key binding defaults
-- Fixed an issue with identifying if we are set to the default resolution, since it is specific to your monitor
-- UI warnings without timers no longer force their message to be in all caps
-- Added a warning if you try to start a new run while already having a run you could continue
-- Re-organized and spaced the menu buttons to be more clear
-- Menu buttons now enable and disable instead of appearing and disappearing
-- Fixed the missing main menu music
-- Made a ton of consistency fixes to options menu text
-- Added proper selection wrapping to most options menus
-- Fixed an issue with selecting disabled menu options
-- Every non-options game menu now wraps properly
-- Cleaned up how the Fan bonus from clearing tutorial is handled
-- The final options menu now wraps properly
-- Added bonus rewards for repeatable achievements
-- Changed the timing on end of combat saving to prevent the save from happening at a bad time
-- Added a missing sound class to stacks of coins
-- RunData is now finalized with total duration of run
-- Implemented run achievements based on speed of run
-- Implemented more supporting data for Hoarder/Spender achievements
-- Encyclopedia entries show 2 post-decimal digits where appropriate
-- The player now properly faces the MC during the tutorial intro
-- Fixed issue where some combos were not being counted at end of level
-- Added achievements for coins carried at end of run (Hoarder) and max coins spent (Big Spender)
Hotfix 0.1.11.1
-- Fixed possible error with subtracting from Max Life
-- Set the default menu keyboard key binding to be escape
-- Disabled whirlwind attack for Da Champ
-- Renamed "Bounce Kill" moves to "Bounced"
-- Fixed occasional spurious "Trap Kill" stylish moves from pits that should have been "Pit Kills"
-- Added additional behavior checks for the Champ so that he won't try to do several things at once
Friends & Family Patch 0.1.11
DAMN, THAT’S A PATCH!
Some really big changes for ya, Friends and Family Folks!
UI - major overhaul:
-- You can now change your keybindings easily, for both keyboard/mouse and controller!
-- You can now change graphics and audio options easily!
-- You can navigate all menus with your choice of mouse, keyboard arrows, or controller!
Run replays: You can now replay runs by entering in any previous “run seed” that drives the RNG engine. If those words are sound like random noise, you can instead click the “Replay last run” button!
New mutations: Including such craziness as Biggest Fan!: https://gfycat.com/smoothidealisticarrowcrab - because strapping a giant bladed fan to your back and no longer being able to stop moving is a key strategy!
New rooms: Bundles of them! Many use new content like Scrap Piles and Tire Stacks - https://gfycat.com/harmfulbowedgadwall
Combat upgrades: Main character animations are smoother, we’ve added new stylish moves like Bounced, overhauled audio to be more “punchy” - check it out, we’d love feedback!
And more! It’s been a busy few weeks...
Enjoy!
Features: -- In New Game, you can now enter in a Run Seed. This allows your new run to be generated from the provided seed (or of course you can start a game in the normal, randomly selected way)
-- Additionally, there is an easy button to replay the run that just completed via remembering the run seed for you
-- The seed is now shown in the dev mode display text as well as in the logs
NPCs: -- Fixed a bug in the SimpleBot AI that would cause him to forget you if you walked behind a rock
-- Added two new melee attacks from the sword gladiator to the Champ
-- Fixed an issue causing the Champ to destroy walls without properly revealing the next room
-- Fixed an issue causing the Champ to fail to push the arena buttons on his level
-- Created a new death animation for spider bots that is less likely to fling itself through a wall
-- Fixed issues with Juggernaut boss' projectiles moving too slowly/not homing properly
UI: -- Giant main menu overhaul!
-- You can now change keybindings for both keyboard and controllers
-- New look to menus
-- All menus now work with controllers and keyboard (previously was mouse only)
-- Added ability to change graphics and audio options w/o console
-- Default key bindings are a bit more standard
-- Item nameplate descriptions hide and reveal themselves appropriately during combat
-- Added the ability to save and load key bindings with modifiers (shift, alt, ctrl, cmd)
-- UI now shows key/controller button for swapping gadgets if you have two or more gadgets
Content: -- Many new rooms
-- Added Scrap Piles to room contents (blocking obstacles that can be blown up with bombs for a small chance of a gadget)
-- Added Tire Stacks to room contents (bounces projectiles and walloped creature)
-- Added new mutation Viral Spread - projectiles split on collision
-- Added new mutation Biggest Fan (strap a giant fan blade on your back and let havoc ensue)
-- Added new mutation Throughput - allows your projectiles to pass through obstacles
-- Added new mutation 2-Fer - doubles coins, bombs, and hearts as they spawn
-- Doors now align with grates properly in room 4Corners_Std, which now appears only in levels 1 & 2
-- Reduced sheer enemy spam in Giantroom_Std
-- Room Turret_Standard_Std is now for level 1 only and a bit rarer
Combat: -- Big audio overhaul! Lots more impactful sounds in the average combat
-- Added Pulverizer to weapon pools
-- Pulverizer now defaults to being thrown on a charged attack
-- Disabled Shocker as default carnage item (Carnage items will be getting a rework down the road)
-- The main character’s movement animations are much more fluid
-- Creatures immune to wallops no longer gain spikes from Spike Strike (fixes bug where because creature was not actively walloped, spikes could damage the PC)
-- Added new stylish moves (different effects with the same name):
-- Bounced - killed an enemy with either a projectile or a walloped enemy that had bounced off of something first
-- Bounced - killed an enemy by bouncing it off of a tire stack/wallbouncer/etc. into something (pit, collision, etc. etc.)
-- Overhauled projectile collision and setting speed for projectiles simulating physics. Keep an eye out for odd projectile physics behaviors please!
-- Big stats overhaul underway in preparation for balance pass. Some fundamental underpinnings changed; there shouldn't be any noticeable user effect yet but keep an eye out for stat weirdness - thanks!
-- Re-implemented projectile knockback in a more robust fashion (may have some unintended consequences with different projectile types, keep an eye out!)
-- Harpoons reworked as part of knockback refactor. Slightly different values may be in some places while cleaning up system; let me know if anything feels funky
-- General cleanup of buff and stacking system
Polish: -- Big combat audio overhaul - melee attacks/wallops and damage in general should feel much more impactful
-- Thrown weapons now are a bit more robust
-- Attachment of thrown weapons is cleaned up somewhat
-- Weapon trails have been cleaned up
-- Added FX to Bullet Time
-- Ambient dungeon noises now fade out as you exit the level
-- Cleanup/refactor of how thrown weapons and wearables are attached - now all wearables can be attached using a socket on their mesh as the pivot point for their attachment
-- This allows weapons with nonstandard pivot points to have their alignments corrected via data or code
-- Electric Sword behaves better if Power Attack is interrupted by a projectile
-- Tips is now a Powerup with a properly displayed icon
-- Added ability to dynamically insert current fan goal number into announcements
-- Added new achievement for completing Tutorial
-- Added filter for which achievements can validly be completed during a Tutorial map
-- Fixed shotgunner weapon position (they were firing into the floor)
-- You now start with 1 fan if you have completed the tutorial (woo phat rewardz)
-- Added damage type Damage.Silent for damage to not generate floating text (for minions killing self, etc.)
-- Fixed display mesh for Turret Buddy gadget
-- Horns mutation no longer throws a UE4 warning when used with Power Armor
-- Dr. Death (and similar situations) no longer grant multikill-type stylish moves when cleaning up all their minions at death
-- Physical Impact sounds implemented fully
-- Weapons now cause Physical damage by default on melee swings as well as Melee damage
-- Removed the long unused "jump" feature and key binding
-- Added ability to have kerning in procedurally generated neon signs
-- Some refactoring of walloping and projectiles to handle edge cases
-- Fixed an issue where reloading rocket launchers would ignore your sound settings
-- Sawblades now default to having physics enabled
-- Fixed several bugs with spawning projectiles inside of things that collide/interact with them (bouncers, tire stacks, etc.)
-- First announcement in Cellblock no longer can give wrong fan goal
-- Fixed a bug that was causing us to not properly load keyboard key bindings in certain situations
-- Fixed a bug that would cause half of your movement keys to stop working if you loaded and saved your key bindings
-- Shovers now move things via Wallop rather than pure UE4 physics (short form - shouldn't see spikeballs/barrels/etc. go at warp speed if they are hit funny)
-- Fixed spike strike attachment point for Dr. Death
-- Added TV Stage columns as spawnable occluders
-- Added destructible meshes for TV stage columns
-- Adjusted scale of Announcer Swoop UI
-- Added ability to shoot projectiles in patterns via FiringMaster
-- Adjusted timing of initialization of projectiles vs. turning on collision for physics (there should no longer be any case of projectiles colliding before being fully initialized, a source of subtle bugs in the past)
-- Added new back attachment point
-- Added new Cyber subcategory of Mutations
-- Added functionality to projectiles generically to override behavior on hitting and obstacle
-- Tire stacks now destroy properly
-- Tires no longer disappear for a frame as they are replaced by their destructible meshes
-- Added new prop pack for temp assets
-- Added ability to apply redirectors via buffs
-- Added redirector kinds to mark which redirectors apply to rooms, buffs, spawns, etc.
-- Removed the encyclopedia hotkey (TAB) as it can now be accessed through all menus
-- Added more menu sounds
-- Added background blur to the main menu when the new menu system is being shown
-- Implemented the video settings options and hooked it up to all relevant menus
-- Added temp "Reset Save File" button to new main UI
-- Fixed wallop distance issue
-- Added "Gone Viral" sign to Start Room door
-- You can now navigate to the progress unlock % widget using only keyboard or gamepad
-- Fixed: Clone projectiles no longer damage you when bouncing off of tire stacks
-- Redid some of how destructibles choose their exploding bits direction to work well despite oddnesses in base mesh
-- Fuse barrels are no longer immune to projectile knockback while lit
-- Bomb spiders no longer grant free "Overkill" stylish moves on death
-- Generally creatures that do Kill Self will no longer grant Carnage/stylish moves on death.
-- Updated the turret's three shot attack to be quicker
-- Being knocked down while flying now has faster recovery/locks you in place while standing up
-- Resurrecting enemies no longer resurrect corpses they can't get to
-- Fixed an issue where flying npc's could choose locations outside of their current room to fly to
-- Potential fix for some Instanced Static Meshes being invisible in the cooked build - let us know if you still see any invisible things (hmmm, sounds metaphysically tricky)
-- Fixed an issue where plain walls were not properly clearing their decoration neighbor
-- Added temp audio to StickyProjectiles
-- Cleaned up audio on Tar Spider
-- Fixed warnings with StickyProjectiles/AddImpulse