Gone Viral

Gone Viral 0.1.3

Version
0.1.3
Version Date
Oct. 25, 2018
Links

Patch Notes

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!)