Gone Viral
Gone Viral 0.1.8
Version Date
March 26, 2019
Patch Notes
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