Gone Viral
Gone Viral 0.1.2
Version Date
Oct. 4, 2018
Patch Notes
Friends & Family Patch 0.1.2
– Game now has a pretty opening main menu
– Juggernaut now gives Bosskiller: Juggernaut achievement for first slaying
– Juggernaut attacks with mace and bolas
– Bolas split into 3 separate spikeballs, which promptly burst into flame (temporary)
– Fixed a potential error with locked version of Precognition mutation
– Fixes for resurrected minions locking down rooms (the little jerks)
– Multishot mutation cleanup
– Analytics tweaks
– Acid now has a damage effect.
– Fixed an issue where gaining flight while inside a pit would trap you inside the pit forever (oops!)
– Re-enabled X axis FOV to aid with testing of new Main Menu scene
– Fixed an issue where resurrected enemies had no UI health bars.
– Fixed an issue where objects could fly inside the shop cage and get stuck.
– The shop sign now uses the correct material.
– Added the wall decal to the arena wall pieces.
– Updated the arena decor sand piles to new materials
– Minor cleanup for wall decals in general.
– Machines are now using new assets (especially Health Gambler and Genetic Surgery)
– Enabled medlab spawning (small chance of one on 1st and 3rd levels, 100% on level 2)
– Fixed misplaced fire tile in VerticalBots_Std - thanks @Seebo!
– Machines now save state properly
– Bombed and Nuked viewer events wait until combat lockdown gates are down before starting find applicable locations, avoiding bombing/nuking the previous room
– Turrets will no longer infinitely respawn on rooms with multiple waves
– Doctor Death cleans up all his projectiles on death to prevent the rare case of his syringes landing hits after his corpse is cleaned up
– Checkin: Doctor Death no longer has crazy ginormous blades when buffed by Spinblades
– Added ground particle for aiming to PC
– Telekinetic Weapon buff now stacks properly when applied multiple times
– Enabled trails while swinging your telekinetic weapon
– Changes to how buffs/statmods are applied when spawning from a save vs being applied initially. Please keep an eye on any oddities involving health, buffs, going up and down levels, and/or returning from saves
– Fixed issue with Resilience healing you when coming back from a save
– Fixed Tracker Shots being able to mark friendlies or unattackables like your cambot or turret buddy as targets for homing. This required some cleanliness of overall checking for valid attack targets, so while I tested the other cases explicitly, do keep an eye out for odd interactions with hostiles or friendlies! (thanks for the find @Seebo!)
– Clicking through the end of level achievements fully displays any animating/pending achievements in the list and displays your viewer count before heading to next level (thanks for the find @Seebo!)
– Fixed Tracker Shots issue "Swinging at bullets while you have the tracking shots mutation is causing them to retarget the tracking shots target. The bullets are still hostile to you, and will spin around the target until they despawn and if you run into them you will take damage." Thanks @Seebo / @Justice!
– Temporarily disabled the sparking smoke death effect until we have a more complete idea of what effects play when enemies are hit and die.
– Adjusted weights on the Executioner's fingers.
– Adjusted smoothing group export settings on the Executioner and re-imported
– Added physics chain setup to Gladiator armor
– Pods more cleanly handle being Arena rewards, choice rewards in vaults, and child pods in Genetic Surgeries
– Combat will no longer lock non-Arena pods automatically
– Replaced all existing neutral prisoner creatures to new neutral prisoner decor actors which are cheaper and simpler.
– Scout Armor no longer covered by its lootable particle when on pod
– Shopkeeper now picks from a set of pithy sayings on shop opening
– Acid Strike makes you immune to acid
– Fixed an issue where arena edge tiles were accidentally becoming "sandy" on their outer metal surface.
– Arena pods lowers self down when unlocks
– Fixed an issue where walls would decorate themselves before they knew which room they belonged to and would thus have odd behavior, like wall lights never turning on.
– Hooked up all wall and door lights for the new arena look.
– Health bars now update properly on SpawnComplete
– Added spark FX to Popper V1
– Fixed Executioner axe scaling issue (probable side effect of re-weighting the skeleton)
– Fixed potential blocked price in Weapons Shop
– Shopkeepers have a few more dialogue options, including warning you of the current boss you'll face on the level
– Shopkeepers no longer attempt to chat with busy designers placing them in the room editor
– Bosses without custom boss audio recorded yet give more generic "The Boss Approaches!" audio
– Fixed some texture value issues with the arena edge tiles.
– Harpoons travel significantly faster, pull enemies back to you slightly faster
– Shrank duration of Shielding carnage item from 10s to 5s
– Fixed room Std_TallMaze which had chest which commonly threw rewards into pits
– Arena Armor description now reads "Immunity to arena traps" instead of "most arena traps" for clarity. Still just as awesome as always.
– Fixed bug with gadget display range (they should now be clearly readable even when behind rocks)
– Poppers live fast, die young, and no longer leave a corpse (good looking or otherwise)