Gone Viral cover
Gone Viral screenshot
Genre: Indie, Arcade

Gone Viral

Hotfix 0.1.10.1

-- Fixed an issue causing the Champ to destroy walls without properly revealing the next room
-- Fixed an issue causing the Champ to failing to push the arena buttons on his floor

Friends & Family Patch 0.1.10

Polish patch!
The latest and greatest - more tuning of the Gladiator mobs and boss, tweaks to the tutorial and pre-game, improvements to the encyclopedia, and more!

Enjoy!


NPCs:
-- Fixed an issue with gladiators and the Champ not hiding their rocket launchers after dying
-- Tuned Sword Gladiator attacks
-- Harpoon attack now has a proper animation and telegraph
-- First attack in sword combo now has enough lead time for a quick dodge
-- Last attack in sword combo ends sooner for less random walking away from PC
-- Tuned harpoon projectile speed to be faster, range to be less for Sword Gladiator
-- Tuned Rocket Gladiator animation to have proper telegraph and timing
-- Laserball Grenadiers now properly have their projectiles split when hitting occluders
-- Chopper axes are BIGGER
-- Added two attacks to the Sword Gladiator (Uppercut and Smash)

UI:
-- Improved difficulty selection/tutorial selection screen
-- Tutorial Difficulty is now a selection from "New Game" screen
-- Hard Mode must be unlocked via achievement
-- Encyclopedia now shows "!" icons on mutations/armor/etc. that has been fully unlocked but whose information has not yet been viewed
-- Encyclopedia and front page now reflect when new information is available to the player in the Encyclopedia
-- Progression meter on start screen now properly shows total numbers of items even with a null account file

Combat:
-- Being knocked down/standing back up happens more rapidly, but you can't walk while in the process of standing up
- This avoids the odd sliding that would happen while you were getting back to your feet
- Overall knockdown feels faster/less punitive
-- Made Electric Sword basic combo more responsive

Polish:
-- Fixed poor interaction with Spike Sphere and Backstabber
-- Spike Strike spikes no longer cause damage to the spiky fella if they were applied as a debuff, just people you collide with
-- Shrapnelproof shields now give the proper name on absorbing damage, not "Iron Skin"
-- Optimized floating text system
-- Secret doors are now plain walls, and are a bit easier to spot
-- Probable fix for occasional few frames of incorrect floating text appearing (let me know if you see any issues)
-- Removed tutorial enabling from options menu
-- Harpoon projectiles now attach by default to WeaponSocket on the character mesh rather than center of mass for the instigator. May be odd for non-humanoids (none of which currently fire harpoons)
-- Updated the Champ attacks to match the new gladiator attacks
-- Hooked up the new texture for gladiators and the Champ for in-game testing
-- Adjusted telegraph timing of RocketJump for RocketGladiator
-- Locked rotation/location while rocket jumping
-- Camera position adjusted during Tutorial monologue
-- Crane camera now has several things that can be changed via variable remotely
-- Adjusted Tutorial Start room
-- Tuned timing for creature knockdowns to avoid pause at the end of wallops
-- Shover stun now avoids some rotation/movement visual issues
-- Added new spawn id's for the arena tile visual differences
-- Hooked up the new textures for the gladiator's and the Champ's chest, arm, and shoulder armor
-- Added destructible meshes for all remaining floor tiles
-- The arena tile sand effect now uses a local Z value instead of the world Z, allowing the tiles to be moved up and down without changing their texture
-- Destroyed arena tiles now use a simpler sandy material calculation that works better with the limitations of the material system
-- Spawn cages now properly decorate their spawned replacement tile
-- Unified our rocket vs missile terminology to use rocket
-- Adjusted positioning of rocket launcher for Rocket Gladiator slightly
-- Numerous small tweaks to socket usage/buff attachments
-- ElectricSword can now be used with either (old) sword_hilt/sword_tip trail sockets, or (new) Trail_Start/Trail_End sockets.
-- BUG: Shields had the ability to lose their message and arc info if enabled/disabled repeatedly
-- Added new division between airdrops and Fan Gift airdrops so crates can act differently
-- Spikeballs/etc. now no longer twitch in a funny fashion on taking damage
-- Removed keyboard control overview from Vestibule rooms since it appears on the stage in
-- Fixed an issue where arena corridors were not setting their visibility, allowing certain situations where they would stay invisible while you stood on top of them
-- Unified the naming conventions for the sword gladiator's attacks
-- Fixed an issue where interrupting the sword gladiator's combo attack during the first swing could get him stuck in place forever
-- Tracked down nasty issue that would occur when the default save files were null

Friends & Family Patch 0.1.9

Updatey Goodness!

Just a small update of the last few weeks of work - the TL;DR is that we've been updating the tutorial, tuning The Show, Gladiator enemies, and the Champ, and polishing and bug fixing in general.

Enjoy!


NPCs:
-- Simplified the room boss gladiators' attacks (down to 3 from 4) to both simplify the learning time for their quicker fights, and to allow for greater separation between them and The Champ
-- Updated several gladiator and The Champ attacks to force forward movement while they play out
-- Rebalanced a few on The Champ's base stats to allow more room for his buffs to change what aspect of the fight is difficult
-- Rebalanced The Champ's buffs to push the fight more clearly in a given direction, without pushing it too far
-- The Champ's brain is no longer installed upside down, and thus functions normally again
-- Fixed an issue where certain AI setups would not walk all the way to specifically set priority locations
-- The Champ now delays less time between destroying walls
-- Bomb spiders no longer charge past the position they first spotted you in
-- Bombadier bomb projectile duration slightly extended to allow you to bash his bombs back into him
-- Bombadier bomb range tweaked to keep him from self-immolating
-- Player bombs now have fuse lengths based in part on Far stat
-- Slowed down the homing speed for The Champ's claw carpet and cruise missile attacks
-- Adjusted timing on several of The Champ's attacks to give you a chance to hit back
-- The gladiators and The Champ can now be damaged while they dash
-- Set both spike spiders to lock their spike buffs to their rotation
-- Stompers now sit in a more natural idle animation
-- Enemies that choose to avoid hazards and traps while wandering will now walk into them if their AI asks them to
-- Enemies looking for a spot to flee to will now consider running through hazards and traps if their AI is set to allow it
-- The face hugger's ai tree now properly handles being told to walk to a priority location it can not get to
-- Simplified how the claw spider hooks to its special attacks
-- Added a forced forward move to the mini claw spider's attack
-- The mini claw spider now spawns minion friends, making a pack of spiders
-- Animation cleanups
-- Rocket Gladiator now has animation/telegraph before firing rockets
-- Rocket Gladiator now properly has telegraph point set to end of launcher
-- Reconfigured Mutant Shover animations under Mutant hierarchy
-- Added dust trails to Claw_SlashingPounce for Claw Gladiator
-- Rough anims for Rocket Gladiator barrage and direct fire attacks hooked up and tagged
-- Changed the melee range for the gladiators and The Champ to help fix some issues with the enemies choosing the wrong attacks

Content:
-- Added 2 new medlab rooms
-- Added many more placeholder mutation icons
-- The massive room that makes up The Show level now stays active the entire time

Combat:
-- Laserballs are now a pooled projectile (no lag when spawning lots of them)

Polish:
-- Removed the flickering of the main menu Gone Viral logo
-- Tuned room BarrelPlethora_std -
-- Droppers for the barrels work even outside of lockdown
-- Shifted barrel position so nuke rocks are less likely to have the barrels fall to the bottom of a pit
-- Possible fix for splines issue in construction script (rare crasher in cooked build)
-- Lowered cost of Genetic Tinkering to 4 coins (was 10)
-- When you destroy a wall on a delay, the room it reveals is also after the delay
-- Fixed an issue where The Champ was destroying walls from the side instead of from the center
-- Destroying a wall now spawns a non-damaging explosion to add some visual and auditory impact and to throw you around a bit
-- Fixed an issue where changing a normal corridor to an arena corridor was spawning a bunch of unnecessary floor tiles
-- Bomb/projectile lifespan refactor (keep an eye out if you see unusual projectile durations)
-- Updated the spike sphere buff to allow it to lock its rotation to the creature it is attached to
-- Cleaned up Run End Summary widget/modernized
-- First pass moving tutorial over to new style fan goal in Carnage room (polish incoming)
-- Fixed an issue with duplicate of the same buffs being removed at the same time
-- Fixed an error that would happen when the last buff applied to you had a child actor, and then that buff was removed
-- Claw gladiator now has properly animated Slashing Pounce attack
-- Tweaks to bouncing in and out of pits
-- Tutorial now uses new fan goal style widget in Carnage room
-- Carnage manager was giving double carnage for combos in Carnage Tutorial mode (fixed)
-- Tuned layout of Carnage Tutorial room
-- Unified how all enemies use their contact damage in melee
-- Tutorial cleanup
-- ExplainerBots now act as hazards to AI so they are not walked through (but can be walloped thru)
-- ExplainerBots now cheer you on when you complete the Carnage Room of the tutorial
-- Tweaked the attacking portion of the claw gladiator's claw combo to fix an issue where it felt like you were being missed by the first swing when you shouldn't be
-- Added logos and cameras to Tutorial Start room
-- Fixed an issue where cleaning up a room with spawn cages in it would not clean up the cages as well
-- Updated all wander ai behaviors to support a post-wander delay behavior
-- Fixed an issue where the drone factory's spawned mini-drones would die with an ugly visible corpse if you kill them fast enough

Friends & Family Patch 0.1.8

MOAR CONTENT! MOAR POLISH! MORE CLEANUP!
We’ve been focusing on adding more stuff! New mutations, new rooms, new gadgets, armor, and even a new level with a unique boss! He’s still in a prototype phase (and probably a bit too fast with his temp animations) - so feedback is very welcome!

On top of that we’ve done a bunch of polish work, including working on the timings and audio of combat in particular, and tons of behind-the-scenes cleanup in preparation for yet another big content round.

Enjoy!


NPCs:
-- First pass implementation for the Champ's weapon racks
-- Built functional weapon holders for The Champ
-- Added weapon rack spawning for The Champ
-- Implemented a prototype version of The Champ's weapon swapping behavior
-- The Champ now decides to swap his weapon when his health drops past certain points
-- Updated where our enemies decide to wander when they are really far away from the player
-- The Champ will now leap to the weapon racks if they are too far away or if he gets stuck
-- Added some logic to NPC dashing to help it dash directly to you if it has not yet finished a turn towards you
-- Did some light clean-up in the normal gladiator enemies
-- Mortar tanks fire further
-- All bosses and mini-bosses have reduced chance to use the same attack twice in a row
-- Tweaked the AI service that follows things so that it more quickly changes directions when its target changes location

Content:
-- Levels 2 and 3 have more rooms
-- Enabled The Big Show (level 4) in build with new boss - The Champ
-- Added “Dropper” spawners that can respawn in and out of lockdown
-- PC now starts with Flak Jacket equipped
-- Vestibule room now gets a beneficial mutation dropped in it by default
-- Created Fan Gift Boxes - gold chests which drops a larger number of useful consumables
-- Fan Gift Boxes are now dropped on the first fan goal and for several other fan goals
-- Adjusted the fan goal targets to be a bit more frequent
Note: The overall goal of this is twofold:
a) to make each run feel like there is a cool/unique aspect to it early on (by giving an early mutation) and
b) to unlock the consumable meta earlier - I'm finding that without an initial bomb or key the fact that many other consumables are locked behind rocks or chests makes too many runs consumable-starved.
Feedback very welcome.
-- Set up pool for valid starting mutations
-- Implemented switches that must be pressed to lift Lockdown of some puzzle rooms
-- Achievement system generally improved
-- Added new Achievement Mad Bomber for exploding 50 bombs over the course of all characters' careers
-- Mad Bomber unlocks Missile Bombs
-- Added Achievement: Bighearted for gaining 6+ heart containers in a single run. Unlocks the Full Heal/Large heart health refill
-- Added Achievement: Mutatilation for getting 15+ mutations in a single run (unlocks mutation: Adaptive)
-- Added Achievement: Bosskiller: Da Champ (unlocks mutation: Emperor's Boon)
-- Added Buddies - NPCs that follow/help you (often from mutations)
-- Added mutation Terminal Velocity - adds to Zip, Fury, Pow, Movement X, and ShotZip - but permanently removes the ability to pick up hearts
-- Achievement Bosskiller: Juggernaut now properly displays in Encyclopedia
-- Added mutation Bloodrush
-- Gain healing and a combat ZIP boost by performing the stylish move "Overkill"
-- Added mutation Reflexive Shield
-- After performing a "Nice Dodge' stylish move, gain 1s of invulnerability, +.5 zip, +1 IT
-- Added gadget Mapper - fully marks the current level into your minimap
-- Precognition mutation now provides magic mapping for every level
-- Added secret rooms (they are itty-bitty for now!)
-- Added level achievement and viewer bonus for finding secret room on a level
-- Standard shops now have one non-conumable for sale and 2 consumables by default
-- Added rare Mutation shop with 4 mutations for sale

Combat:
-- Large creatures are no longer blocked from firing while walloped (Effectively, the Executioner, etc. can't be interrupted from firing during their bullethell animations by harpoons/etc anymore - let us know if you see other issues!)
-- Fixed an issue where walloping an enemy while it was not walking to you could get it stuck in place
-- Tweaked default Electric Sword timings to feel a bit more responsive at level 1 Fury
-- Electric Sword regains ammo more slowly while in combat
-- Projectiles travel shorter distances for players and NPCs at base Far (increasing utlity of +Far buffs)
-- Note: a full rebalancing of stats across all levels will be coming now that we have enough content that your stats may actually max out.

Polish:
-- Updated Copyright notices to 2019
-- Cleaned fonts up on pregame UI
-- Game camera can now adjust distance on a per-room basis. Camera can be set with a distance for non-combat and combat modes, and has different defaults for different types of room. If you see a room with an odd camera distance, take a pic and post to discord please!
-- All encyclopedia entries now automatically show if they unlock any content (new rooms, mutations, or viewer events)
-- Fully overhauled minimap system
-- Fixed some issues with gladiators, the Champ, and death
-- Some minor weapon drop and pickup fixes for the gladiators
-- Updated arena rooms
-- Cleaned up / unified Gameplay Tags - keep an eye out for occasional red “Warning” text (you shouldn’t see any, just an FYI if one slipped through).
-- Variety of FiringMaster cleanups around interruption
-- Fixed typo in mutation description
-- Sped up in-world text somewhat
-- Shrank/sped up/condensed stylish move widgets
-- Moved level summary widget to new fonts/style
-- Tweaked warbot room boss
-- The executioner room boss now picks his axe back up if he is resurrected
-- General cleanup in the executioner room boss
-- Changed the concurrency settings for the miniboss music to only ever allow one to play at a time
-- [BUG] Fixed an empty mutation in the spawn pools that would sometimes cause a vault or arena to have no reward
-- [BUG] Fixed an issue where Orbital Shield was granting deflection stylish moves on your own projectiles
-- [BUG] Encyclopedia entries no longer sometimes prematurely reveal the stats of undiscovered items
-- [BUG] Fixed some collision warnings with the oompa grenadiers
-- [BUG] Your Cambuddy and other Buddies can no longer be used to pay Genetic Surgery/Health Gambler prices for you, cool as that was.
-- Gladiator sheet no longer says "0/0" at top
-- Gladiator sheet now shows equipped gadgets
-- [BUG] Fixed issue with disappearing icons on character sheet slots that started empty but were filled afterwards (Flak Jacket for instance)
-- [BUG] Removed errant LOD occasionally making picking-up-mutation FX look odd
-- Start room MC platform bobs up and down
-- Cleaned up room Multi_Tank_Std
-- [BUG] Fixed issue with buffs and stat changes to Life stat incorrectly affecting current HP for NPCs. Keep an eye out for oddnesses please!
-- Item pickup UI now properly speeds up if you pick up multiple ones in a row/enter combat
-- Revamped room broadcast and sync systems and moved to C++. Fixes issue where some spikes might rarely be out of sync with the rest in the room.
-- Fixed some missing wallbouncers in room SpikyBounceFest
-- [BUG] Fixed issue where NPCs could be occasionally killed by damage taken while they were spawning
-- [BUG] Fixed bug where buffing an enemy on spawn could cause them to explode like a popped bloodbag
-- Please keep an eye out for issues with health overall!
-- Added signs inside Medlab and on Medlab doors
-- Created GV_AdjustHeightComponent to normalize swung weapons for NPCs even if they are giant scale (fixes issue where Bosses/etc could swing over the PC’s head if they happened to be scaled up by an event/mutation)
-- Cleaned up the melee damage setup for several melee enemies and gladiators
-- Fixed up the telegraph and firing positions for the turret gadget
-- Cleaned up voting widget
-- Fixed a subtle issue causing enemies with large action tables to usually pick the actions listed at the top
-- Fixed an issue with AI not properly respecting certain untargetable teams
-- Tweaked many item descriptions
-- Switched many combat sounds over to their new and updated effects
-- Fixed issues with walls and pits trying to interact with walls and pits in other rooms if they got too close
-- Added functionality to revealing rooms along with additional general room clean-up
-- Destroying walls now properly cleans up decor on those walls
-- Fixed some potential crashes in the tile wall spawner
-- Telekinetically controlled weapons now wallop consumables properly (previously they were always walloped away from the character, not the weapon)
-- Telekinetic Weapon's default trails are longer for added visibility
-- Laser Sight mutation now stops damaging on applicant death
-- The Gatekeeper boss is now officially known as "Bombadier" (was different in different places previously)
-- "The Juggernaut" is now just "Juggernaut"
-- Spacing of boss names in the boss announce UI is tweaked
-- Shrank and sped up blood effects on hit to add a bit of clarity to crowded combats
-- Tightened up camera shake effects for wallops
-- Prevented camera shakes from adding to each other within a single frame
-- Fixed several issues with the level elevators that would cause a bunch of glitchy movement if they spawned on top of the player
-- The bomb spider once again plays a fuse sound when they light their fuse
-- [BUG] The ambient audience no longer cheers in start rooms where we have yet to place an in-world audience representation
-- Fixed an issue where occasionally charging enemies would stand still instead of running at you
-- Added Level Achievement for buying all items from a shop
-- Shopkeepers now thank you for item purchases
-- Encyclopedia pages for non-Achievements no longer throw warnings occasionally
-- Assigned a number of temporary mutation icons before we contract out real ones
-- Changed Start room MC's dialogue to be clearer
-- Added hit sfx to the tutorial bouncy ball
-- Added a woosh sfx to the powered attack upswing
-- Spike walls and bouncy walls no longer spawn decor
-- Fixed a sound concurrency issue with breaking crates
-- Added ability to have fire tiles that only ignite when combat is ongoing in that room
-- Added combat-only fire traps to CompactArena to make the reward less annoying to grab
-- Retribution armor now causes acid damage and acid FX when causing damage to attackers
-- Arena completion and fan gifts should more nicely time themselves via the announcer

Friends & Family Patch 0.1.7

Content and Polish Patch!
This week, we’re doing a relatively light patch as we’ve been doing holiday and New Years stuff with families. Even with that caveat, you should see some of the fruits of us entering a new content phase! Besides some polish and bugfixes, you’ll find a number of new rooms that showcase the enemies and traps on which we’ve been working. Enjoy!

NPCs:
-- The Champ now switches between weapon art and stances easily
-- The Champ handles his weapons properly during death and resurrection
-- Cleaned up some oddness in the rocket gladiator
-- Fixed several small issues and inconsistencies in the various gladiators
-- Fixed a few trails issues with the claw gladiator and the Champ
-- Fixed an issue where the claw gladiator would knock you around while you were invulnerable
-- Claw spiders are now stunned and drop their shields for 1 second on taking damage
-- Tweaked Claw Spider health down slightly
-- Adjusted npc data for all the gladiators and the champ

Content:
-- Added ~20 new rooms
-- Added mutation Pay2Win - Every attack attempt has a small chance to attempt to spend one coin. If the coin attempt succeeds, the PC gains Pride And Accomplishment (temporary boost to POW and reduction of "IT"). If it fails, gains L2P (reduces POW and raises "IT")
-- Added mutation Ossification - Lose a heart container for two innate armor (thanks for the suggestion @loginerror)
-- Added mutation Backstabber - Your attacks deal double damage when striking the rear of an enemy
-- Added mutation Headhunter - Bosses and minibosses lose 25% of health at the beginning of combat
-- Added mutation FTL - Dashes are now teleportation based!
-- Added gadget Portable Nuke - Just guess
-- Added gadget Lockpicks - Unlocks all unlockables in range (range extends with Gadgeteer)
-- Added gadget Magnetic Lure - Pull consumables from pits (or alternatively pull an entire combat room in towards you at once if you'd rather)
-- Rejiggered gadget spawn pools overall

Polish:
-- Encyclopedia now shows stats for unlocked items
-- Moving pickup announcement to new style (not polished yet)
-- Fixed an issue with extra and unnecessary columns in the start room
-- Cauterized multiple areas where the old nameplate was in use for items (keep an eye out for oddness)
-- Set the proper class and attenuation settings in a sound that was missing them
-- Restructured attacks slightly across various characters - keep an eye out for possible minor issues
-- Fixed issue where keyboard focus could be stolen by various buttons in the character sheet/encyclopedia
-- Upgraded the ai tree that follows players to have a ton more functionality we can use for future mutations
-- Progress bar on main menu now brings up encyclopedia when clicked
-- Added map icons and display info for multi-bomb consumables
-- Made helper functions to set stencil depth values at appropriate colors
-- Made new version of WallShooter that always fires regardless of lockdown
-- Sawblade projectiles properly have their stencil buffer depth set
-- Split AI LoS into two different concepts for moving and shooting
-- Separated setting combat in AI into its own sub function that can be called independently
-- Fixed some bugs with enemies no longer turning to face you if you were already in movement range
-- Genetic Surgeries can now be used in combat by walloping/luring creatures onto them
-- Fixed a few bugs in CA_DripStuff that popped up when testing the new ftl mutation
-- Health Gamblers can now be used by NPCs in combat rooms
-- Removed the unused powerup tree from everything it had touched
-- Start screen progress bar now properly gives the content that you've interacted with as a percentage of total content rather than just sticking at 60% forever
-- Encyclopedia pages show how many entries have been unlocked fully/total entries per section
-- Fixed an issue where broken spike ball occluders were being saved as unbroken
-- Added error logging to failed ai movement
-- Fixed wrong font on Reset Save File button on main menu options
-- Polished reward pickup widget

Friends & Family Hotfix 0.1.6.1

Hotfix!

We had a few irritating bugs in yesterday’s patch and experimenting with our hotfix process is important as we move towards closed beta and eventually Early Access.

Bug Fixes
-- Made Projectile_Detector physics presets to attempt to fix a build collision issue with OrbitalShield
-- Character sheet mutations now bring up descriptions properly
-- Fixed a bug where the room detector for the shopkeeper outfit would block bullets in certain builds
-- Fixed an issue where applying a buff twice that had an ignore stack group would break certain builds

Other Changes
-- Slightly lowered the oompa grenadier's health to account for their innate point of armor
-- Slightly shortened the sword gladiator's sword as it was a bit too dangerous, especially during the whirlwind charge

Friends & Family Patch 0.1.6

Content, Polish, and Audio!

In this patch, you’ll note a few major things:

We’ve started adding in and polishing combat audio. Some of this is still WIP, but things should sound better in general!
We’ve worked on a number of new creatures - grenadiers, diggers, facehuggers, highlight bots, gladiators, hostile medbots, and more.
We’ve added some rooms to showcase some those new creatures - more are in the works!
We’ve tuned a number of existing rooms and creatures to be more interesting, action-packed, challenging, or more fun in general.
In general this has been an addition-focused two weeks; heading towards January will be more split between polish, bug fixes, and content!

Content
-- Artified the starting room for new runs
-- Added Orbital Shield (temp asset) - shield that rotates around you and deflects projectiles
-- Added Facehuggers: Small, fast, cowardly enemies that zip to downed allies and resurrect them in a berserk state.
-- Added Oompa Grenadiers: Explosive mortar-launching indirect fire enemies
-- Added Oompa Laser Grenadiers: Little buggers that fire indirect laser balls that splat in an area
-- Added Highlight Cambots: Buffing NPCs that give bonus carnage if you kill enemies in their spotlights and buff enemies in the spotlight as well. Test rooms are in, but shouldn’t be enabled in build yet.
-- Added Claw Spiders: melee enemies with a permanent front shield. In test rooms.
-- Added Gladiators: Room bosses that will appear at the end of arenas. In test arenas.
(Why mention enemies in test rooms? Well, in case one is accidentally enabled in the actual build, heh)
-- Added 2x and 5x Bomb Crates
-- Added 2x, 5x, and 10x coin stacks
-- Added Blood Chests - they must damage you or an NPC (or eat a heart consumable) to open
-- Added unlocked small chests


Polish
-- Missile projectiles now will no longer penetrate Shrapnelproof Skin if they hit you directly
-- Tuned powered attack impact point to feel less laggy
-- Stats are now loaded in room editor so that creatures don't trivially die
-- Chests no longer receive blood splatters
-- Removed the "hole" decal from the digger intro and outro particle systems
-- Made some changes to the oompa diggers to reduce how often they fall into pits while burrowed
-- If an oompa digger still falls into a pit they will now be forced out of being burrowed
-- Moved another cambot movement component change out of manually set data into a more visible blueprint call
-- Added flag to character to not save when set to avoid save bugs
-- Highlight cambots no longer save if they were mid-beaming up after combat
-- Scooched wallbouncers closer into the walls that spawn them
-- Light cone material now fades out as it reaches floor level
-- Buff timers being refreshed/extended correctly update the timer particle effect
-- Acid Drip injector now shows a timer while active
-- Added logging to Viewer Events being completed
-- Added CapsuleTop attach point for buffs
-- Added subtle effect to HighlightCamBot buff
-- Added ability to have bonus multipliers for carnage in an area
-- Fixed potential bug with LowTolerance and some injectors
-- Retuned carnage pools to be able to handle bonus areas
-- Cleaned up carnage widget to be more clear and handle bonuses
-- Extended melee range forward slightly
-- Tweaked display of carnage bonuses to be more intelligent
-- All neutral npc's should now be ignored by the highlight cambot
-- Significant cleanup and renaming in the AI trees and services associated with the highlight cambot
-- Fixed some timer issues with the scanner bot
-- Hid a bunch of invisible components that were accidently set to be visible in editor
-- Moved the gladiator actors under the miniboss actors
-- Cleaned up where dash data is overridden for dashing npcs
-- Fixed an issue where the current sword gladiator was not accounting for its mass when overriding its dash data
-- Hostile Medbots now resurrect properly and manage their action tables
-- Added ability to override the action table logic to CH_NPC so children can choose to bypass the base logic easily
-- Added anim notifies to Drone skeleton for StartPrimaryAttack and EndPrimaryAttack
-- Sword Gladiator now dashes at the correct times
-- Placeholder melee and ranged attacks added to the sword gladiator
-- Much improved sword gladiator animations
-- Added the ability for NPCs to knock back other characters and objects with their dash like the player can
-- Fixed an issue preventing NPCs from knocking things around with their dash wallops
-- Tweaking and cleanup for the electric sword gladiator animations
-- Hooked up the remaining Electric Sword Gladiator attacks
-- Moved the FX for the Sword Gladiator's power attack into his blueprints
-- Re-balanced the sword gladiator's ranged ai table a bit
-- The sword gladiator's harpoon shot speed is now correctly set in the firing node instead of using the character stats
-- Added rocket gladiator
-- Updated the creature test room to contain the new rocket gladiator
-- Fixed an issue with the ranged ai options chosen by the sword gladiator
-- Added a new mini claw spider
-- Set up all the new data for the mini claw spider
-- Returned the existing claw spider to its previous, normal size
-- Added an additional animation notify for use with custom blueprint work
-- Updated the base spider attack animation to call the new notify
-- Added a prototype shield to the claw spider that only protects it from the front and only from damage, not wallops
-- Built an early prototype for the rocket gladiator's cruise missile attack
-- Began setting up the framework for the rocket gladiator's rocket jump ability
-- Firing master now logs an error if the cooldown node name isn't set to a proper node
-- Added prototype room for claw spiders
-- "ShieldIDEnabled" query added to CPP Basecharacter
-- Added a super rough missile wave attack for the rocket gladiator
-- Added a bunch of small things to help support the new missile wave attack
-- Renamed the Rocket Trail attack and all relevant back end data to Rocket Wave
-- Fixed an issue with the first Rocket Wave rocket falling on the caster's head
-- Added telegraphs to the falling rockets
-- Rebalanced how often the Rocket Gladiator's special ranged attacks were selected
-- Adjusted the cooldowns for both the rocket jump and cruise missile attacks
-- Fixed an issue with the rocket wave not stopping when it hit a wall
-- Announcer swoop intro animation/weighting changed
-- Some quick clean-ups for the rocket gladiator's rocket wave attack
-- Spikeball spikes retract when the spikeball stops moving
-- Shrunk the rocket gladiator's melee sphere by a little bit
-- (DEV) Organized room editor tag lists
-- Added Arena room with new Gladiator roomboss and diggers/grenadiers
-- Added a new whirlwind charge attack to the sword gladiator
-- Built a full set of whirlwind charge animations
-- Cleaned up some existing blueprints in the sword gladiator
-- Added priority location behavior to the "always chase" AI tree
-- Fixed a bug in the "enemy visible" ai task where it could get stuck in a half combat state
-- Pathing is much better/more efficient around SpinBlade traps
-- Spinblades are marked as hazards properly (and hazard is removed when they stop spinning)
-- Spinblades use wallops as opposed to physical collisions (should result in much less frequent crazy physics)
-- Wallbouncers and Wallspikes are marked as hazards to the AI
-- Upped the weights of pathing through HighHazard and LowHazard zones
-- Spikeballs are immune to fire damage
-- Add the first version of the claw gladiator's tornado spray attack
-- Added dash to the claw gladiator
-- Began setting up the claw gladiator so that it can pounce on you with a future attack
-- Added the slashing pounce attack to the claw gladiator
-- Did some minor cleanups in both the rocket gladiator and the stomper
-- Added Triple Attack for ClawSpider with rotation locked
-- Added start room monologue to MC
-- Fixed an issue where enemies would decide to walk into deadly traps because they weren't considering hazards when picking their walking endpoint
-- Fixed an issue where the sword Gladiator could get stuck bouncing against a wall bouncer forever when doing his whirlwind charge
-- Claw spiders now continue moving forward during the time they are doing their flurry of claw attacks
-- Added the new resurrected rage buff that is applied to enemies the Facehugger resurrects and reduced their resurrected health to help compensate for their new size and power
-- Added fields to data to set camera distance per-room (just data for now)
-- Room editor can rename room manifests
-- Prep work for assigning roomIDs
-- Built a prototype of the claw gladiator's claw carpet attack using acid pools and hackery
-- Fixed subtle issue with ordering of timing between formation projectiles, spawning children, and being initialized fully
-- Partial work on room leaf IDs being settable
-- Exposed from C++ ability to get all children of a given gameplay tag
-- Implemented IDs etc. for MProj_ClawCarpet
-- Allow child classes to override the amount of damage you take from being walloped into walls/etc.
-- Claw spiders now can't be killed by smacking them into walls with their shields up
-- Mutant choppers now make more aggressive turning decisions to help them find more faces to store their axes in
-- Threw in a quick "SetMyScale" function in base character so it could be overridden in npc
Converted a few buffs over to the new "SetMyScale" function
-- Fixed a bug causing an interrupted resurrection to leave the corpse on the ground forever
-- Fixed an issue where pits were causing invalid patches of navmesh to be generated outside the rooms the pits were in, including being generated on the empty voids between rooms
-- Switched the claw gladiator's claw carpet attack to use a new effect that looks like claws jabbing through the ground instead of the placeholder acid pool that was being used before
-- Minor cleanups for the mutant shover
-- Hover now properly split-bodies correctly; keep an eye out for other animations looking funky!
-- Added animation for Claw Gladiator ClawCarpet attack
-- Tweaked claw spider base room
-- Productized how consumables are consumed by gadgets in an extensible way.
-- Put a cooldown on a single character playing their own get hit sound to prevent rapid double plays like walloping a character into a wall they are standing right next to
-- Moved a direct audio blueprint call in tutorial mc over to the audio helper function
-- Added a new audio helper function for attached audio and hooked it up
-- Removed the final traces of the old and unused audio setup
-- Added Pain Choice vault room (one choice covered w/ spikes)
-- Drone Factories no longer spawn minions in room editor
-- Added new simpler InRoomEditor?() function to GV_Instance
-- Made the Executioner resurrectable
-- Bumped up the power of the resurrected rage buff
-- Removed a previous blood splatter test that was causing simple bots to spawn several extra blood splatters when hit with a hard wallop
-- Many room tweaks/cleanups
-- Blood chests now act as hazards which smart AIs attempt to avoid
-- Blood chests now properly animate as they open
-- Switched the facehuggers over to a more aggressive fleeing behavior
-- Multiple rooms added
-- Cleaned up Room Editor HUD around cases of renaming, duplicating rooms etc. to ensure display is correct
-- Switched the oompa overseer's shielding to not block walloping as a test to see if it is more fun or just more confusing
-- Tweaked starting room to add control information to stage/tweaked scales and positions to make room
-- Removed AI_Controller from StartRoom_MC to avoid warning
-- Tuned Grenadier fire animation to have proper telegraph/etc. timing and positioning of FX
-- Fixed an issue where the shielding active item force bubble effect was being drawn around your feet
-- Fixed: BUG: The first time you use the Mega Combo item, the bar drains down to one full remaining carnage bubble instead of fully emptying.
-- Fixed: BUG: The attachment point for Horns on the Power Armor seems floaty with Precognition.
-- Added significantly more logging and error checking when a room feels it has been in combat too long and tries to force the lockdown to end
-- Adjusted the timing of the forced end lockdown for rooms
-- Added a much more comprehensive set of actions the room takes when it attempts to force end a lockdown

Audio
-- Starting the process of converting attack sounds over to the new sfx
-- Moved more attack sounds over to the new sfx
-- Fixed most new sound queues defaulting to a volume multiplier of 0.75
-- Fixed an issue where a huge number of sounds were being put in the same concurrency group and thus interrupting each other
-- Fixed an issue where armor hit sounds were never being played
-- Hooked up a bunch of electricity and sawblade attack sounds
-- Added a simple shielded enemy gets hit sound for the oompa overseer
-- Reduced the volume of the player's new swing woosh sounds as they were a bit overpowering
-- Weapons can now override player attack sounds
-- Added the new laser shot sfx to the simple bots
-- PC/Characters can set attack sounds to play on melee misses and hits
-- Switched the electric sword over to using the new audio system to play the new sfx
-- Cleaned up some old audio to match our new setup
-- Reduced the volume of the mortar fuse
-- Added a telegraph sound to spiders shooting
-- Powered attack with electric sword hums during build up then has thunderstrike sound on impact
-- Switched the shotgunner shot sound over to the new laser shotgun sfx
-- Hooked up laser harpoon sounds
-- Laser ball projectiles now have sounds
-- Updated a bunch of the remaining combat audio calls and setups
-- Moved the generic hit sound to only play on physical damage
-- Unified how everyone sets their get hit and die sfx
-- Deleted the now unused robot sounds component since we don't change sounds like that any more
-- Set up everyone's death sounds to be an acceptable default
-- Characters no longer play their get hit sfx if they are also going to play their death sfx right now
-- Projectiles now have an expend sound which can be set vs. always playing the same sound for all projectiles (including invisible ones, whoops)
-- Added sounds to the sword gladiator's whirlwind charge attack
-- Cleaned up the functionality and added sounds and effects to the rocket gladiator's rocket jump attack

Friends & Family Patch 0.1.5

Polish, cleanup, and engine upgrade!
We’ve updated to UE4 4.21.0 - this comes with some performance improvements and new features for us to play with, but the conversion did take some time. We’d way rather be churning in some new content for y’all to play!

We’ve seen one issue based on the engine upgrade we HAVEN’T been able to track down yet - there’s an AI issue where they can get locked to certain areas of a room… so if you see odd pathing occasionally, that’s what it is. It’s most noticeable on guys in a big room (like the gladiator boss, for instance). FYI and we’ll get a patch out to cure that as soon as we get a fix from Epic.

We’ve also started overhauling many of the more generic sounds we used in early development. This is mid process - you’ll note many things in combat are actually probably LESS impactful this build as we tweak them, but we like the direction we’re starting to head in. Keep an ear out going forward.

On the content front, we’ve added a number of new rooms showcasing some new creatures and traps, fixed a number of outstanding issues from the last patch, and have laid the groundwork for our upcoming content focus over the next few months. More to come!

NPCs:
-- Switched the Oompa Grenadier over to using the proper full action table functions
-- Oompa Grenadiers no longer shoot once at you from a million miles away
-- The Oompa Grenadier uses a new AI package that allows it to both shoot at you over rocks, and retreat while still firing if you get too close
-- Updated Oompa Grenadier behavior to a new experimental setup where it won't chase you very far at all
-- Added new blend space, animations, AMs, reparenting, tags, stats, etc. flor Claw Gladiator
-- A ton more groundwork for making gladiator enemies work well with our existing systems
-- Did some general cleanup to the gladiators
-- NPC's can now use dash moves
-- Updated the NPC dash effects to the more modern dash effects
-- Oompa Diggers now destroy rocks with a small explosion as they burrow out from under the ground
-- Oompa Diggers now have a significantly reduced max turn speed while trying to hit you with their drill attack
-- Oompa Diggers no longer collide with above ground enemies when traveling underground
-- Adjusted some values for the Oompa Digger to let it behave a bit more "correctly"
-- Fixed some issues with the particle effects for the Oompa Diggers
-- Added Mortar, Spikeball, and Laserball V1 Grenadiers
-- Fixed an issue where the first movement provided by the rook spot ai task could travel in a non-rook manner
-- Fixed an issue where hitting an enemy that was too close to path to you would get them stuck unable to walk forever
-- A bit of cleanup for the bomb spider
-- Acid Simple Bots no longer spread acid trails when they are walloped
-- Significant clean-up for the wormbot scripts
-- Switched the wormbot over to the new art assets and updated their follow distance to work correctly with the new assets
-- Implemented the tail of the wormbot

Content:
-- Added new Spiky rooms
-- Added new combat rooms
-- Added encyclopedia support for achievements
-- Added flavor text for bosses and other IDs

Dev
-- Converted project over to using Unreal 4.21.0
-- Build settings changes to fix some issues with cooking in UE 4.21.0
-- Fix for 4.21.0 requiring precompiled headers explicitly
-- Prevent possible race condition in Progression Widget under 4.21.0
-- Added logging galore to hunt down 4.21.0 race condition on startup
-- Bomb projectiles now respect DamageMX
-- Added new tag "Resists.Harpoons" which causes harpoon pulls to be less effective
-- Room Editor cleanup for placing synchronized traps
-- Added more logging to 4.21.0 null data case
-- Made a path for getting current run data that avoids IRunManager interface to avoid UE4 4.21.0 cooking error
-- Removed a malfunctioning interface that has been preventing building under 4.21.0
-- Possible fix for the CDO-based crash in Projectile in an uncooked 4.21.0 build
-- Significant increase to the pathing chunk size in an effort to minimize the damage some 4.21.0 bugs do to the play experience
-- Room Editor now cleans up old tags on EdObjects properly
-- Cleaned out various references to old "Sync.Second" tags
-- Room editor now handles the start room for the test levels more cleanly
-- Control-F9 in dev mode now brings you to a level where unpolished rooms can be tested

Polish:
-- Fixed rooms with wallbouncers prematurely showing 'em off (thanks @loginerror!)
-- Fixed spamming of invisible multishot copies of non-characters (thanks @loginerror!)
-- Fixed healthbar visibility issue
-- Mutations list now wraps properly in Character Sheet
-- Healthbars now are grey while opponents have any layers of armor left
-- No longer play "Room Complete" audio in arena rooms so that Arena Pods can say "Winner takes all" instead
-- Lots of polish/cleanup of spikewalls (they adjust better to interior short walls, sounds have attenuation, etc.)
-- Fix to spikeballs/other moveables not having destructible meshes appear
-- Mortar projectiles now do 0.25 the damage that bombs do
-- Fixed typos in item descriptions
-- Spikeballs are no longer so whizzy when harpooned based on F&F feedback
-- New set of combat sounds added to the project
-- Updated all the new combat audio uassets to be set up correctly
-- Updated all old sounds that had modified concurrency settings to use the new concurrency class
-- Build all of the random sound cues for the new combat sounds
-- Fixed some additional missing data in the new sound cues
-- Hooked up the new sound fx when you take acid or electricity damage
-- Re-worked how getting hit sounds are handled
-- Added a variable for setting the getting hit sounds to the character data table
-- Removed a few places where we were doing double sound calls like breaking armor and wallop hits
-- Moved the acid and electric hit sound calls to a better spot
-- Switched basic combat hit sounds over to the new sounds
-- Build all of the random sound cues for the new combat sounds
-- Fixed some additional missing data in the new sound cues
-- Hooked up the new sound fx when you take acid or electricity damage
-- Re-worked how getting hit sounds are handled
-- Added a variable for setting the getting hit sounds to the character data table
-- Removed a few places where we were doing double sound calls like breaking armor and wallop hits
-- Moved the acid and electric hit sound calls to a better spot
-- Switched basic combat hit sounds over to the new sound fx
-- Implemented interval spike system - traps can now “sync up” in patterns in rooms
-- Added new spike timing puzzle room
-- Spikeball projectiles no longer interpenetrate each other
-- Mutation/other unlocking screens now resemble the other new UIs
-- Removed the duplicate sword from the editor test level starting room
-- Removed speech arrow from dialogue text bubble
-- TutorialMC now opens the arena door after his monologue is completed
-- Removed old arena door tutorial-specific code
-- Wall child actors (bouncers and spikers) more robustly set hidden states appropriately
-- Moved the barbed wire wall topper decor's detection area to the correct location which will fix some issues with them being unexpectedly deleted
-- Shop cages now properly clean up their shopkeepers when they go away
-- Removed a number of test rooms
-- Improved a number of boring rooms
-- Fixed potential crash when acidbot corpse was cleaned up before their splatter expired
-- PC is now immune (as if dashing) during the Arena Pod celebration
-- Fixed potential stacking issue with Adaptive and Iron Skin
-- Polished starting room
-- Starting room now saves state with game
-- Occluder Spotlights can be set to track player or not
-- StartRoomMC created

Friends & Family Patch 0.1.4

Major UI Overhaul part 2!
In the last few weeks, we’ve been concentrating on continuing the UI overhaul. You’ll see a ton of improvements and because of this, likely some polish issues - please do report them!
Additionally, Doug has been doing a ton of NPC work. Some of this you’ll see in the build, but others will be waiting until we build the next crop of rooms to place said NPCs in the game. Exciting times! And of course, our polish rounds continue apace, in large part thanks to your feedback. Speaking of which - feedback welcome, as always!

UI
-- Encyclopedia and Identification system roughed in
-- Once you see an object in-game, its name will be shown in the Encyclopedia page (Y key/Gamepad Special Left by default, or now merged with the Character sheet)
-- Once you interact with an unknown thang in the game (items, creatures, etc.) - i.e. pick it up, wear it, kill it (for creatures), survive it (for viewer events) the full description will be available
-- Item nameplates will no longer show the description or stats of an item until after it has been picked up at least once
-- Encyclopedia has base rough functionality for displaying mutations, weapons, bosses, viewer events, and gadgets
-- I’ve only added more detailed flavor text for a few items so far - more to come
-- Nameplate overhaul - this will be becoming an interaction button to pick up mutations, interact with machines, etc.
-- Mutations now set their color based on their rarity
-- Completion meter now only accounts for achievements you can unlock in the current build vs. achievements for levels/bosses/content not yet enabled in F&F
-- Note - as we enable new achievements week to week, your 100% will drop down based on this!
-- Improved announcer system
-- Level greeter now uses announcer to announce new levels and buffs
-- Viewer gifts now use the announcer
-- Character sheet is now a bindable key - defaults to TAB/Gamepad Special Right (should map to Select on XBOX and Options on PS4)
-- Character sheet merged with new Encyclopedia
-- Created new combo tracker in the modern style attached to viewer widget
-- Cleaned up old fonts/etc on viewer event tracker and repositioned
-- Archived old style UI assets
-- Cleaned up viewer poll tracker and repositioned
-- Carnage Combo widget now animates, stacks similar elements, and handles cases more cleanly
-- Merged Fan Counter and Fan Goal widgets into a more compact entity
-- Announcer can now handle newlines
-- Announcer handles longer lines better
-- Widget placement improved on main HUD
-- Achievements now are announced via the Announcer Swoop
-- Made larger difference in color between enabled and disabled keys
-- Added ability to cancel announcements
-- Boss Room UI interacts better with other announcements


NPCs
-- Increased the area of the highlight cambot's spotlight
-- All the various highlight cambot effects now properly enable and disable at the correct times
-- Changed the claw spider to be tiny and trivial, but also to attack faster
-- Spider skeleton is now set up for splitbody animations
-- Tar spiders now properly telegraph their attacks via animation whether walking or standing still
-- Mutant chopper will now sometimes choose to turn before he reaches a wall
-- Cleaned up the mini drone spawn effects
-- Slightly decreased the size of the mini drones
-- Fixed an issue where the oompa overseer was strafing for no real reason
-- Changed all normal wanders to double try further wanders
-- Increased the mini spike spider's wander radius and movement speed
-- The facehugger now does a wander / flee style behavior instead of just a normal wander
-- The facehugger now moves much faster when it runs to resurrect a corpse
-- Oompa grenadiers accurately calculate ballistic arcs for their mortar attacks if they have an AITarget
-- Fixed a bug where some creatures continued to fire even after it lost sight of you
-- Added proper LoS data checking to both of the "Face" ai trees
-- Fixed several units that were not set to require LoS when they actually should
-- Oompa grenadiers now strafe
-- Shotgunners and Grenadiers have better blend spaces set up so they move and strafe without floating along
-- Updated the WanderDelay AI tree to use NPC data instead of a hard coded delay value
-- Switched both drone factories to use the new WanderDelay tree (much more interesting base movement)
-- Enemies will no longer forget who you are if you walk behind a rock
-- Cleaned up a bunch of AIData breaks that have expanded with unnecessary extra data over the last few months
-- Tweaked how the Oompa Grenadier works in several ways to get it to work a bit better
-- Added a firing distance to the Oompa Grenadier based on its Far stat
-- The Oompa Grenadier now only shoots at you if he can reach you with his mortar
-- The Oompa Grenadier now adjusts his goal distance from the player to be equal to his mortar's range
-- Mortar projectiles now arm at the peak of their arc
-- Tweaked the goal radius and far stats on the Mutant Shotgunner to cause them to engage at more range
-- Turrets now split-body animate properly, have telegraphs, and have fire animations
-- Oompa diggers now use powerattacking to keep drilling you as long as you are in melee range
-- Fixed up Driller blend space for more visible feet motion
-- Added new firing nodes for Digger V1
-- Set up digger skeleton as a viable retarget option (English version - animations should no longer have them occasionally “float”)
-- Improved the charge path selection behavior so that charging enemies get stuck less
-- Marked various animations as being sized for the digger skeleton
-- Added ability to override firing node choices in CH_NPC
-- Oompa Diggers now destroy rocks with their giant drills


Content
-- Added WallBouncers for your bouncy wall desires
-- Spikes extend on spikeballs only when walloped
-- Updated physics movement of spikeballs to be much bouncier
-- Spikeballs when spiky can now damage barrels and other occluders that take Physical damage
-- Added always-on spikeballs for trap rooms
-- Added the Shocker carnage item - a frequently usable low-damage stunning attack that refuels after only a few stylish moves (about 12 carnage points). If folks like this, we’re likely to move many more of these items over to a usable-a-few-times-per-combat design instead of the current use-every-few-rooms design. Either will still be possible, but we’ll treat the Carnage Item most often as a cooldown-based Ult more frequently than the expensive and rare utility item that the first few were filling the space of design-wise. Thoughts definitely welcome.
-- Shocker is now (temporarily?) the default carnage item for Decimus
-- Added spiked walls
-- Raised spawn rates of rocks vs other occluders to make bombs/hover/etc. a bit more valuable
-- Re-raised rate of random spikeball occluders (was set to trivially low for early F&F since they were unfun)
-- Added Wallbouncer/Shotgunner/Spikeball bounce fest room
-- Added propping for start room
-- Added blueprints for TVSet boom mic and crane camera
-- Added TV_Camera_Occluder
-- Main TV Stage set up
-- Added new spotlight occluders
-- Added collision to various stage meshes
-- Tagged up all stage assets and added to SpawnLeaves
-- Added (temporary) Oompa cameraman to the TV Camera


Dev
-- Added ability to select walls/view wall info to Room Editor
-- Added ability to add tags to walls and tiles to Room Editor
-- Cleaned up Room Editor old code
-- Room Editor can now set tags to use when using AutoWall
-- Added Room Editor buttons for Add/Delete rows and columns
-- Added IDamageable::IsCorpse and implementation on BaseCharacter


Polish
-- Added a few new ambient audio tracks to the project and set them up for use
-- Unified how ambient tracks are spawned and played during play
-- Added a system to swap between standard and crowd cheering ambient tracks depending on how close you are to a starting room, arena room, or boss room
-- Fixed inconsistent audio (and unimportant functionality) in the character select menu
-- Fixed an issue with attempting to change the game difficulty without missing saved run data
-- Removed the open floor arena sand pile decor pieces
-- The arena occluder sand piles now clear out when the occluder is destroyed
-- Added a sand pile to the arena spawn pod
-- Telekinetic Weapon's holder is now informed when you pick up/drop a weapon
-- Telekinetic electric sword has a custom trail displayed at all times for visibility
-- Fixed the fact that Orbit would sometimes not properly apply on walloping an enemy for the second time
-- Shover shield lights up when it blocks movement as well as when it blocks damage
-- Prevented infinite-bounce case for projectiles and wallbouncers
-- Bouncers no longer trigger on creatures that are immune to Movement, Walloping, or are undamageable
-- Bombs could occasionally still collide with player after expended (fixed)
-- Cleaned up Zap Sphere and added an easy Zap helper function to handle zap visuals
-- Added ability for Active Items to have their own animation notify so as not to confuse your current weapon with other attacks
-- Updated our wall decals to properly call out the current floor for all prison and security floors
-- Health bars for armored mobs are now grey (thanks @Seebo and @loginerror)
-- Fixed the custom render depth for several enemy weapons
-- Removed some edge tiles from the center of the compact arena room since their material fade does not work like the rest of the floor tiles
-- Fixed some issues with the oompa digger and his contact damage component
-- Added more consistent callbacks to the contact damage component
-- Hooked the new digging particle effects to the digger
-- Door cleanup
-- Cleaned up hierarchy/simplified between base doors, spiked, and locked doors
-- Added custom "spiked door" gate asset
-- Floating text cleanup - found and fixed that annoying persistent "sometimes the outline doesn't fade but everything else does" bug at long last
-- Fixed some issues with various firing nodes looping forever instead of firing once then stopping
-- Account item unlocks now work consistently on new runs
-- Fixed rare potential race condition in AudienceManager startup/FanGoal
-- Buff manager now saves and loads buff redirectors (unlocked viewer events didn’t always enter the spawn pool properly)
-- Fixed Boombadier mutation issue where both bombs spawned in the same space as each other
-- Bombs now collide with other bombs/movable occluders again
-- Fixed minor timing/visual issue with harpoon projectiles and Exit Wounds mutation
-- Fixed some pathing issues that had cropped up on several of our test levels
-- Horns now has a custom socket on the Warbot skeleton for Power Armor
-- Announcer Swoop can now parse messages and has various levels of overriding tags and text
-- Oompa cameraman better tracks player
-- Added ability to turn off player tracking for Boom mic
-- Fixed potential race condition on new account file
-- Fixed some issues with BuffStackGroups
-- Added logging to buff helper functions
-- Cleaned up buffs applied by HighlightCambots
-- The Highlight Cambots now fly away when combat ends in the room.
-- Made some quick changes to highlight cambots and scannerbots to let them work with short, reapplying buffs instead of permanent buffs they apply and remove
-- Merged Character Sheet and Encyclopedia
-- Added ability to list consumables and other items
-- Fixed tag error from minimap when dropping Shocker in a room
-- Started adding flavor text for more items
-- Fixed some issues with enemies not rotating to face you if they were standing right in your face
-- Fixed issues with the oompa digger getting stuck underground
-- Shocker no longer leaves you paralyzed if interrupted
-- Audience voting for items or viewer events unlocks them as "seen" in your encyclopedia
-- Turned off sparks/melee damage on Bombardier fists (since he no longer does melee)
-- Doors now properly lock down if there will be combat in the room immediately instead of waiting for the first enemy to spawn
-- Added ability for announcer to have blank messages and insta-interrupting priority announcements
-- Created new viewer event widget based on more modern style
-- Made viewer event widgets overlap with each other and boss room widgets
-- Locked door cages now block flying players from getting near the door
-- Lock failures now can no longer rapidly spawn multiple "Need Key" style texts
-- Removed old tags/code for Tutorial room controllers
-- Cleaned up (somewhat) announcing the end of arenas vs. Viewer Gifts
-- Fixed an issue that was causing broken rock pillars to slowly travel lower and lower into the ground each time you saved then loaded
-- Added attenuation to Bouncer sounds

Friends & Family Patch 0.1.3

Major UI Overhaul
-- Based on feedback from y’all, we’re driving home more heavily our streaming/broadcasting arena theme in our visuals. This is most obvious now in the UI overhaul we’re doing, but soon you’ll see more in-game props and objects as well!
-- This overhaul is about 50% complete, so please excuse our dust with different widget funkiness in this pass.
-- The announcer can now pop up to, well, announce things! He’s announcing your boss battles, and will soon appear in other areas.
-- The audience members you earn are now called Fans as opposed to Viewers - these are the folks that like the cool moves you pull off (and carnage you generate) and send you gifts, etc..
-- The new UI elements should read as more clean and streamlined in various areas.
-- We’ve added a Fan Challenge widget (prototype implementation) to make it more obvious when your fans are getting ready to send you a gift.
-- Character Sheet visuals are improving.


New Features
-- Implemented Hard Mode basics. Not recommended for non-masochists with the current balance (everything but you goes faster). This will have content added going further.
-- Implemented New Run/Character Select prototype screen, during which you can select your difficulty mode. No other characters available (yet!)
-- Added Achievements Completed percentage bar to main menu.


NPCs:
-- Many animation tweaks - please keep an eye out for animation related issues - thanks!
-- First pass on adding various types of hazard pathing information so that enemies can avoid walking into traps like morons (unless they are flagged to be morons).
-- Poppers live fast, die young, and don't leave a corpse.
-- Drones break up better on death.
-- Spike Traps should be easier to see and telegraph their attack more clearly.
-- Animation revamps on the PC and various creatures.
-- Animations are properly marked with retarget sources. This should help some of the "floating" animations we see from time to time.
-- Juggernaut Boss attacks have been improved.
-- Juggernaut Boss bolas now spawn little lightning vortexes instead of fire as per his bigger attack.
-- Juggernaut Boss bullet-hell projectiles no longer allow "nice dodge" stylish moves.
-- Some cleanup of Juggernaut Boss locking rotation and location during various attacks.
-- Juggernaut Boss cleans up his AOE spell spam on death in a rough fashion.
-- Added martial arts animations for the claw attacks for Claw Gladiator and a future player claw weapon.
-- Some tweaks to root motion on some attacks.
-- Fixed issue with root animation and Powered Attack on Decimus.
-- Bombadier no longer has Rain of Rockets attack affected by Bounce viewer event. (rockets no longer wobble like Weebles on the ground, bouncing on their nose cones)
-- General rework of how psychic shields (and other sphere-based attachments) are handled for buffs. Keep an eye out for buff attachments acting unusually!
-- Updated the Drone Factory to always spawn its minions in the direction of the player.


Bugfixes:
-- Stopped the shopkeeper from cloning himself when the game saves.
-- Health machine still has some collision after it explodes.
-- Fixed two different bugs caused by using both the mouse and a controller at the same time in the main menu.
-- Bullet Time glow particle now cleans up after the projectiles expend.
-- Fixed long-standing potential bug with innate armor and saving -- please keep an eye out for issues with innate armor.
-- Shrapnelproof said it would give an innate armor but it did not.
-- Mutant Shotgunner heads no longer poke through their psychic shield.
-- Zooming during the tutorial monologue can no longer mess up the camera placement.
-- Arena camera zoom had oddness with zooming to the wrong spot.
-- Fixed hidden issue where if you could trigger a machine while it was mid-spawn it could end up in an odd state.
-- Killing yourself while playing with a Genetic Surgery will no longer put you in an odd paralyzed lifeless limbo, even though personally that seemed a fitting punishment for being so greedy. Admittedly it was a bug.
-- Arena edge tile skirts now hide themselves if over a pit.
-- Fixed a very subtle bug with healing from buffs that occasionally made levels 2+ have creatures explode like blood pinatas on spawn.
-- Shovers were dealing movement damage with their shield attacks, which is one of the kinds explicitly not blocked by post-hit immunity on the PC. In normal speech, this meant they could hit you many times on one shove. Fixed. Thanks @Justice and @Seebo.
-- Sand piles properly load when you come back from a save.
-- Fixed issue on the Oompa Digger that was allowing it to occasionally take damage while burrowing underground.
-- Fixed an issue where Oompa Diggers would never decide to dig under the ground until they had manually walked close to you at least once.
-- Fixed an issue with the Shover where it was setting its charge move mode after it had already chosen its path instead of before.
-- Fixed an issue where Highlight Cambots would target your little following camera drone.
-- Changed the AI package the Mini Spike Spider uses to a new one that has a delay between movements. Also slightly increased their Zip to help offset this additional slowdown.


Polish:
-- Bombs no longer spin away if you are too close to rocks when placing them.
-- Removed the "free crate" from the first room and replaced it with an audience gift delivered at 10 fans.
-- Crates sent by the audience now have a “Fan Goal” meter making it more obvious when they are coming.
-- Tweaked where we aim the character in relation to where the mouse is pointing - helping melee swing accuracy.
-- Added new turret room to level 1 and 2 that is less tedious than the old one.
-- Increased the spawn rate of the cheering prisoners and adjusted the ratio of large to tiny prisoners.
-- Significant repair and clean-up to how tiles identify how far from the walls they are.
-- Cleaned up how the arena edge tiles place their skirt decor so it no longer interferes with the ability to place normal floor decor.
-- Added an additional variable to all tile decor placement so different tiles can use different exponential drop-off values.
-- Adjusted the various random decor values for arena tiles so that their floor decor looks good.
-- Added a new piece of arena decor... the spotlight!
-- Scaled up all elevators by 25% as they looked a little small and +50% looked too big.
-- Arena spotlights and prison security cameras now track movement better.
-- Added occluder sand piles to the arena.
-- Updated player character mesh and skin weights.
-- Added gold door material to vault doors.
-- Switched the fire jets to a more efficient particle setup.
-- Removed the AO from the spinning door lights to stop them drawing weird shadows on top of their doors.
-- Updated both current arena rooms to no longer spawn cages near you when you hit the start button to prevent you getting trapped by them.
-- Turned health bars back on for trivial (one-hit) enemies as not having them was confusing.
-- Disabled various VR plugins that were turned on in our project by default. (Thanks @loginerror!)
-- Slightly adjusted the pathing cost of hazardous tiles after playing around with several test cases.
-- Fixed issues with multiple bomb rock, fuse, or explosion sounds stacking on top of each other so much that it becomes painful to listen to.
-- Fixed an issue with two different occluder hit and death sounds that was causing them to stack too many copies of the same sound at the same time, resulting in a very bad sound.
-- End of room audio should step on each other much less frequently.
-- Added new cheering and ambient sounds.
-- Resetting account data resets your run settings and re-enables the tutorial mode.
-- Fresh installations should default to "Tutorial Enabled" for the first run.
-- Arena ambient cheering sounds can now play before the room is revealed.
-- Fixed some scaling and alignment issues with the TutorialMC's floating platform.
-- The elevator particle should no longer flicker. (the elevator was occluding the particle system)


Dev:
-- Added machines to the debug spawn menu.
-- Manipulating life while not returning from a save will check to see if it kills you in more cases.
-- Fixed an issue where dev god mode was being half forgotten when you went down floors, putting it into a broken state.
-- Cheating more keys/coins also gives you more bombs.
-- Added ability for doors to choose whether or not they can unlock mid-combat. (we’ll be tweaking this somewhat going forward)
-- Added logging to track down a bug where Win Streaks can increment by 2. (please send repros if you find one!)