Gone Viral

Gone Viral 0.1.1

Version
0.1.1
Version Date
Sept. 27, 2018
Links

Patch Notes

Friends & Family Patch 0.1.1

Overview: This weekly patch has a number of gameplay and visual improvements, a number of quality of life bug fixes based on PAX and early F&F feedback, and includes an upgrade to the game engine.

Upgrading to Unreal Engine 4.20.3 from 4.19 should be invisible - but there are very likely some issues that will arise from this shift. Please let us know if you see new issues in general!

Gameplay:
Fire and acid splatter revamped - now uses contact damage system rather than buff system
– Effects of splatter change - more performant, will cause damage faster, fire does 3x damage of acid, fire damage should now affect stompers, uses temp invulnerability system rather than buff stacking
– Kind of a fundamental change - please let us know if you see bugs!
Chests have cooldown period after spawning during which they will not open (step on and off to open)
Chests now animate and disappear after they are empty
Deflected projectiles that are about to explode/dissipate now wait slightly longer before doing so
The Electric Sword now refills ammo quickly if on a level marked as Tutorial
Juggernaut Boss has improved (still placeholder animations)
– Now spawns bouncing, homing mini-hammers occasionally at range
– Attack cleanups
Fire splatter and fire traps now ignite barrels/damage non-characters of appropriate types
Multishot improvements:
– When walloping enemies, 2 clones of each enemy are spawned. However, when spamming attacks, old cloned enemies are cleaned up, shortening the range of the knockback and preventing unsightly spam.
– Gibbed enemies now are properly handled by clones when an enemy dies
Current Run Duration now shown in Character Sheet
Current Win Streaks are now tracked and shown in main menu
Balance: Lowered weapon spawn rates a tad (except in weapon shops)

UI Improvements:
Added increases or decreases to stats to nameplates of pickupables objects (UI is somewhat placeholder)
Viewer events are properly tracked by the UI as you change levels

Visual Improvements:
Changed Scout Armor mesh and particle
Changed Retribution Armor mesh
Added explainer component to arena switches (probably wants some tweaking, but first pass)
Updated Bubble Wand mesh
Added gibbing to all mutants.
Cleaned up the level elevator and hooked up new arrow effects to help folks not seeing the elevator at tutorial/level end.
Adjusted the walk and run anims to be a bit less slidey and match better with player direction.
Hooked up the new gibs for the drone factory enemy type.
Main menu F&F text updated with discord link/some UI polish
Arena visuals improved - Arena tiles now properly fade sand in as they get further from the center.
Various visual improvements to first tutorial room
Added spinning blade trap broken blade effect.

Bug Fixes:
Fixed: Missile Launcher is now flagged to only spawn once per run
Fixed: Tosser / Multishot mutation combo had some troubles with the projectiles from the thrown weapon - they were being blocked by rocks between the weapon and the owner
Fixed: Mutant Shotgunners no longer fire into the floor with LongArms applied
Fixed: Armor dropped during a dash no longer glows when picked back up.
Fixed: Dr. Death's slam attack now works properly
Fixed: Multishot + the dismembering enemies (chopper) causes the multishot ghosts to stretch and fly around all crazy-like.
Fixed a bug where drones were keeping their new ground effect around after death.
Consumable pool was occasionally shooting blanks (extra entry was set to <None>)
Fixed: Retribution Armor could recurse infinitely when you walloped an enemy into yourself with the Orbit and Spike Strike mutations(your armor would then damage YOU as the instigator, which would damage you again, etc.)
Fixed: Dr. Death buff attachments points - with Spike Strike, for instance, the spikes were tiny and at the root of the creature)
Fixed: A fire jet tile was under a rock in room Std_VerticalBots
Fixed: Issues with Force Feedback on controller. Definitely needs testing.
Fixed: Should be more stable loading older runs with newer versions in the future (sorry Rutherford!)
Fixed: Dr. Deaths minions could rarely cause his room to not leave lockdown (thanks Seebo!)
Fixed an issue where failing to hit a target would cause the screen to shake.
Fixed: Made boss healthbar more able to handle resurrection / healing. This does not fix the full "resurrected enemies do not have healthbars" bug as we are still missing a callback for healing.
Fixed: Adjusted issue with Drone V1 rig's bone scaling (Check for drones growing or shrinking)
Fixed: Adjusted issue with projectile scaling (check for projectiles that are now larger or smaller)

Miscellaneous:
Analytics improvements
Upgraded project to Unreal Engine 4.20.3 along with a million fixes to make that work - THIS IS VERY BIG AND LIKELY TO CAUSE ISSUES (theoretically you should notice no changes)