0.2.19 “Residual Heat”

Hello Astronauts!
Here's a longer Steam post about new helmets and a brand new price drop for Unfortunate Spacemen!

Below, you can find the full patch notes!

NEW HELMETS:
- Roughneck Helmet: Unlocked for anyone who has Unfortunate Spacemen in their Steam library before September 30th, 2017.
- Space Cultist Helmet: Unlocked for anyone who has DUSK in their Steam Library.

GENERAL CHANGES (in no particular order):
- Guns now have proper firing animations, such as the Handgun, Shotgun, AutoShotty, and Railgun.
- Many guns now have proper overheat animations. (Some have placeholder animations.)
- Friendly Spacemen now have a blue waypoint over their heads in Survival mode.
- Fixed: Transmitters that were turned off by a power outage come back online during the power outage due to the lockout feature introduced last update. Now Transmitters will correctly stay offline if the power is out.
- Noise Grenades can now be shot in order to silence them.
- Doors now properly show a door-lock timer on their status panel that will count down until the door unlocks.
- Slightly reduced glitchy effect when Monster is on screen, as well as removed the Sharpen filter when Monster is on screen.
- The Monster has received completely new artwork and many new idle, run, and attack animations.
- Replaced Monster icons in various parts of the HUD and menu with the new monster artwork.
- Added some additional imagery to the Spacemen's Guide to Space (How To Play Guide) This guide is a work in progress and probably a bit too wordy right now.
- Survival Perk icons at the bottom of the HUD now display their level (or if they're MAX) with numbers/text.
- Increased volume on passive Acid Bomb sound by about 2x.
- Lowered Required Objectives for 1 to 5 and 6 to 9 player brackets, to make the Rescue Shuttle easier to obtain with fewer Spacemen.
- Fixed an instance where the Monster claw attack wouldn't hit the Power Outage Switch when it should be able to.
- Assault Rifle now has a new firing sound.
- Rockets have been removed from Survival mode and replaced with other weapon types (shotguns, autoshotties, railguns, flamethrowers) in the potential weapons pool.
- Weapon code for overheat animations is in place and the Handgun now has proper overheat animations from beginning to end.
- The Shotgun and Auto Shotty inventory icons and New Weapon icons have been updated to reflect the new weapon artwork.
- The intro sequence when spawning has been cleaned up and given new animations. It also lasts slightly less time, is more compact, and the helmet HUD is hidden for a short duration to reduce UI clutter during the intro sequence.
- When loading a new map, the game will now try to put your camera at the "loadout camera" spot instead of starting at a random spawn point or staring at an odd location until the round start is triggered. This should make map transitions and round starts feel a lot smoother.
- You can no longer instantly pick up an item you just dropped. This is to help prevent accidentally setting down the item you grabbed if you're spamming E, such as when an item canister opens. - The tracers for Shotgun and AutoShotty are now about 50% smaller.
- Landing Pads have more vivid "debris status" indicator lights around the edges and debris status changes quicker after clearing the last piece of debris.
- The Assault Rifle now has increased accuracy, but overall decreased damage and slightly lower passive overheat cooloff. This will bring the rifle into a much more useful role, as long as you can control it properly. It does significantly less damage to Spacemen form, and still does pretty decent damage to Monster form.
- Monster's Void Blink now ignores Monster Decoy when checking blink-teleport distance, meaning a Monster Decoy will no longer block a Void Beast from blinking forward through it.
- Ghosts can now view the Overhead map (default key is M or Left SHIFT) and will receive all relevant data as if they had a Scanner.
- The Colorblind Virus Jar has received multiple visual improvements and is now YELLOW by default, RED when broken.
- Spacemen with Magnetic Boots now have a distinct, louder metallic footstep sound accompanying their regular footsteps.
- Magnetic Boots now damage the Monster if the Spaceman is Burrow Trapped. This deals 10 damage to the Monster per hit, meaning if the Monster has 30 Monster Health, the Monster will die if they Burrow Trap a Spaceman who has Magnetic Boots.
- Fixed: Since last update, the Monster burrow crack is not always properly displaying on surfaces where the Monster is burrowed.
- Fixed: The new first person helmet mesh could sometimes have decals projected onto it, causing strange graphical glitches.

CHOCOLATE MILK PERK CHANGES:
- In previous versions, the Chocolate Space Milk perk was picked by most players because it's extraordinarily powerful. The Chocolate Space Milk perk has received various changes to bring it more in line with the usefulness of other perks. The changes are as follows:
- 25% chance to teleport to EME (previously 10%)
- 25% chance to teleport in front of an airlock (armed or not) (previously 10%)
- 50% chance to teleport safely somewhere else. (previously 80%)
- The teleportation "bamf!" sound is now hearable from a much greater distance, meaning when a Spaceman returns from the void, the sound that plays will be much easier to locate from afar.

FLAMETHROWER CHANGES:
- The Flamethrower has been overhauled, and has received the following changes:
- The Flamethrower now has new third and first person flame effects.
- The Flamethrower's main damage output is no longer projectile based and is now zone-based, meaning anyone in the area of effect will be torched.
- The Flamethrower still leaves residual flames, and in greater number.
- Damage on residual flames and main damage output has been tweaked.
- The Flamethrower now has much wider blast and greater range. This main damage effect can not hit the person firing the weapon.
- Flamethrower residue on surfaces no longer burns player Spacemen in Cooperative game modes.
- New Flamethrower and Fire Extinguisher sound effects.

MAP CHANGES:
- Grand Hall: Post processing tweaked some to de-intensify some of the contrast/shadows.
- Duress: Tram "Now Departing" beep is a bit quieter.
- Space Bar: More graphical improvements, less grayboxy. New tables, plants, and more.
- Echo: Fixed a stair LOD that was super low detail even when close up.


GLHF

0.2.18 – Touchdown

Greetings Astronauts!

v0.2.18 "Touchdown"

Summary: In the 15th update of 2017, Zag revamps the entire shuttle sequence, adds a Monster Tutorial for you to learn the ropes and experience a little lore, and a whole bunch more! A dev vlog is planned and will arrive with the next patch, bundling this patch and the next into a single vlog. Come say hi on Discord!
<3 Zag


community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:

NEW SHUTTLE SEQUENCE:
- The Shuttle has received brand new artwork, inside and out, including a new interior, proper landing gear, and blast doors over the (also new) exterior windows and skylight.
- All of the Rescue Shuttle pilot dialog in the game now has the same smooth-talking voice actor, and several more lines can be heard during various parts of the end-game Shuttle event.
- There is now a warning displayed on HUD (accompanied by new pilot audio) 30 seconds before the Shuttle closes its doors.
- The Rescue Shuttle's interior dialog (funny lines) from the Pilot are now heard slightly earlier after the Shuttle opens its doors.
- Removed one of the pilot's "funny lines" that would've interfered with readability of the situation for new players, or would otherwise contradict the new Shuttle scan sequence. ("If the monster is still found onboard after takeoff..." funny line has been removed.)
- The Rescue Shuttle now has exterior blast doors that cover the windows and glass during Contamination Lockdown, and Takeoff.
- Improved the appearance of the Shuttle Pilot portrait that pops up on the HUD during his "shuttle inbound" and "30 second warning" messages.
- If the Monster is killed on the Shuttle after the doors close, the pilot will chime in and let you know that you're taking off. (This is a Spaceman win.)
- You can now win the game as Monster by breaking open the Shuttle cockpit with Monster Claws. This will result in the Monster "Stealing the Shuttle." Spacemen must stop any Monster attempting to do this. The Shuttle cockpit is much stronger if there are still Spacemen alive to stop the Monster.
- There are now unique sounds that play when the Shuttle takes off and lands. This sound can be heard from quite far away.

General Improvements:
- Unfortunate Spacemen is now running on our custom build of Unreal Engine 4, version 4.16. (Was previously on our custom build of Unreal Engine 4 version 4.14.) This has caused some minor changes to post-processing, most of which should not be noticeable or may even look better in some cases.
- MONSTER TUTORIAL: You can now select the Monster Tutorial from the Tutorial button on the main menu. It is recommended you first experience the Spaceman tutorial, which will cover the basic controls, before diving into this one. If you know how to play the Monster already, please enjoy the tutorial for its dialog and a little bit of lore. This tutorial is considered "first pass" and will be receiving additional updates and polish in the future. Some minor bugs or AI quirks are to be expected.
- Fixed: Survival HUD elements would sometimes show up during Tutorial and Shapeshifter mode.
- The text at the start of the Spaceman tutorial has been refined, including a Company logo.
- The proper VOIP binding is now respected in the Post-Game Scoreboard.
- When VOIP is bound to a mouse button, it now correctly works in the Game Lobby.
- Fixed an issue with VOIP key getting stuck or otherwise showing as active in the Waiting for Players screen.
- New artwork for the Shapeshifter Mode button when hosting a game.
- Crouching now properly animates in first person, instead of popping to the crouched position.
- Fixed: HUD Distance does not allow the HUD to get close enough to the camera at higher FOV levels. (NOTE: Default HUD Distance setting is now 0.4. If you have an existing save you MAY need to change this setting once you get into the game. (0.4 HUD distance is best for 90 FOV. Please adjust these in the graphic Settings menu until you are satisfied with your HUD scaling and FOV levels.)
- Removed a particle-created bullet impact from surfaces (since it often floated if it hit a door that opened later)
- Innocent Kill Score Penalty has been increased to -600 points, previously -300 points.
- All splash logos and loading screens at the start have had their volume lowered by roughly 50%.
- Debris cleanup effect is now much more profound, obvious, and rotated the correct direction.
- Survival Mode Void Beasts now have reduced health.
- Transmitters now lock out for 45 seconds after they're turned off by the Monster. This status is displayed on the screen.
- Optimized some lights on various objects, such as Research Samples and Power Outage Switches.

Monster Improvements:
- Fixed: Monster claw attack would sometimes hit invisible corpses that were supposed to have been eaten.
- The Colorblind Virus Jar now explodes in a shower of red, instead of blue.
- Fixed: Monster can sometimes burrow with its camera below the ground.
- Fixed: Sometimes the corpse pile created by eating a corpse will float in certain cases. Some potential causes fixed.
- Potential Fix for Monster Opt-In not properly respecting the variables it's supposed to use when choosing who should be Monster next.

Perk Improvements:
- Perks now unlock much sooner in the rank progression. Now perks unlock every single rank until they are all unlocked, but the order of unlock remains the same. (Action Hero is still unlocked last, for example.)

Customization:
- The Hazard Helmet's artwork has been improved, particularly in the neck area.
- The N.E.K.O. (cat ears) helmet is now available on the Unfortunate Space Store!

- All helmet images in the Helmet selection menu and Space Store now fit much better and more clearly show the helmet. (Visors will likely receive this same treatment later on.)

Ghost Improvements:
- Potential fix for Ghosts spawning for players who die right around the same time the game ends.

Items and Weaponry:
- Shotgun now has new artwork and some new holding/firing animations. (Work in progress.)
- Auto-Shotty (Only found in Survival) now has new artwork and some new holding/firing animations. (Work in progress.)
- New firing sounds for Handgun, Shotgun, and Auto-Shotty.
- Rocket damage falloff has been drastically decreased to reward direct hits and not misses, and also not kill the user as often.
- Weapons in Survival Mode now have a specific count, but still appear in randomized order. This means you will never get more than 5 rocket launchers or more than 2 flamethrowers, for two examples.
- Fixed: Flaregun is now held correctly in other Spaceman's hands.

Menu Improvements:
- The new Unfortunate Spacemen logo artwork is present in the Main Menu and splash screen now.
- Recolored and re-organized some buttons on the main menu to better unify the visual theme. Less clutter all around.
- Discord Chat button in the main menu now matches Discord's branding colors.
- The shop button (Stand Out, Blend In) in the main menu screen is now a bit smaller as to not cover up game logo.
- Changed the font on the Welcome Message.
- Changed Main Menu text from TUTORIALS + STORY to just TUTORIALS
- The ugly top right "Big Stat Card" is now gone and all this information is moved to the top of the Main Menu as a more compact bar.
- The version watermark has been moved to the very bottom center of the screen.

Maps:
- Claustrophobia: Closed one entrance to the Common Area and moved a bunch of tables to be more defense-able and give better sight lines.
- Claustrophobia: Closed off the entrance to the Medical room (Can still jump over the barricade to quickly access the health station from the hallway.) to make that area more appealing for a defensive position.
- Space Bar: Various visual updates and changes to the artwork around the map and outside the map boundaries, such as the city buildings.
- Space Bar: The tables by the door have been replaced by some mini-shops and the like.
- Space Bar: There are now bar stools by all the bar countertops.
- The Experiment: Fixed collision on some ledges by the central dropbridges that would previously allow players to stand on the edge instead of falling into the abyss as intended.
- The Experiment: Slightly reduced the emissive (glow) on various textures in the level, making it a tad darker.
- Duress: Optimized all glass and dust shaders for improved performance.
- Duress: Optimized Trams for improved performance.
- All lights on all maps are now more efficient and should be better on performance.

What's next? More improvements, a flamethrower overhaul, new monster artwork, and more!
<3 Zag


0.2.17 – SURVIVAL MODE!

Greetings Astronauts!
THE SURVIVAL UPDATE IS HERE!

v0.2.17 "The Survival Update"

Summary: In the 14th update of 2017, the largest update of 2017, Zag is forced by his maniacal overlord publisher to add a COOPERATIVE SURVIVAL MODE to Unfortunate Spacemen. And it turns out to be awesome! Also, new suit artwork, handgun customization, and LOADS more that can't even begin to be summarized here! Oh, and the Steam Summer Sale starts TODAY, so the game is 50% off for the duration! I'll try to get a dev vlog made this week! I've been too busy making this awesome update to make fancy videos! Come say hi on Discord!
<3 Zag


UPDATE: Vlog is here!


community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:


NEW GAME MODE - SURVIVAL MODE:
- Survival Mode is a wave-based cooperative mode in which Spacemen band together (or go in solo!) to survive as many waves as possible. You can access this mode by pressing HOST GAME in the Main Menu, and clicking on the far right option labeled SURVIVAL.
- In cooperative modes such as Survival, weaponry cools down at twice the rate, and all weapons have been tweaked in this mode. Guns often do more damage than in the regular Shapeshifter game mode, and that's not even including the Survival Perks you unlock as you survive waves!
- Survival Mode supports up to 10 players, or you can even play it by yourself if you're feeling brave!
- New Survival-only Weapon: The Auto-Shotty. You'll know it when you see it.
- The Rocket from the Rocket Launcher Travels much faster in Coop modes, and has a slightly smaller blast radius.
- The Frag Grenade has a much shorter fuse in Coop modes. Be careful!
- The Railgun does significantly more damage to Monsters in Coop modes.
- Without any extra perks, weapons cool off 50% faster in Coop modes.
- Health Stations are extremely fast in Survival Mode and are removed from cooldown at the end of every wave, if they weren't in use when the wave ended.
- Power Weapon Canisters unlock instantly, every other round, up to 15 canisters. The unlocks are completely random at this time.
- In Survival mode, there is a Life Pool that all Spacemen share. You get a life for every wave you clear, and these lives are consumed when a Spaceman respawns after a wave is cleared. First dead is first to respawn. If you are not yet in Ghost form by the time the wave ends, you will not respawn that wave.
- Every wave you survive will grant you an additional Survival Perk. Most of these perks are shown at the bottom of your HUD, but some are currently not displayed, such as Brawler (additional punch damage and your shove deals damage) or Moon Boots (you can jump higher.) This info will be improved in future updates.
- Survival Mode features a good bit of new dialog from your lovely suit, as well as bold and encouraging messages from The Company Spokesman as you set off in your survival.
- Survival Mode has NO time limit or wave limit. More progression may be added at a later date, but we don't imagine most players will have an easy time reaching the difficulty caps.
- Voice Chat is GLOBAL in Survival Mode.
- Your fellow Spacemen will have their Steam name visible below their color when looking at them.
- In Survival Mode, anyone joining late (not present in lobby) will go straight to being a Ghost instead of spawning in immediately. After that, they will be put in the spawn queue like normal Ghosts. If you join late, you can not choose a loadout at this time. (This will likely change in future updates.)
- Survival Mode Monsters will sometimes use their shapeshifting abilities to turn into Human form. In this form, they will use their handguns with extreme prejudice.
- Survival Mode Monsters are deadly, but typically weak in terms of health. They will gain stats for every additional Spaceman in the game, and will gain stats and additional perks as the waves progress.
- Handguns with no owner are removed every round to prevent build-up of handguns from the Monsters that spawn. Bodies and blood are also periodically cleared to keep your framerate space-buttery smooth.
- Players can not spawn with a Welder in Survival mode - for now. This is probably a temporary restriction until the Monster AI is a little smarter about doors. You can keep your keycards, though.
- There are 2 maps shipping with the Survival update today.
- NEW SURVIVAL MAP: Grand Hall. Based on the Grand Hall area of the dusty Architects map, this landing site is filled with catwalks, ramps, and high towers. Last one out turn off the artifacts.
- NEW SURVIVAL MAP: Claustrophobia. This map takes place in the now-abandoned rooms and corridors of Outpost 13, and darkness has claimed much of the facility. The exterior structures and many parts of the area are inaccessible. Many doors and objects are moved or removed to accommodate survival-style gameplay. No air outside. Tight halls inside. Fight for every room.
- The overhead maps for Survival will be updated at a later date to better reflect changes from the original map they were based on.
- Survival Mode has many more maps, achievements, and rewards planned for its future.
- Much of the AI in Survival Mode lays groundwork for Shapeshifter mode with an option for Monster AI, and another upcoming Cooperative Missions mode.

General Improvements:
- Pain sound when taking damage in first person have been changed a bit, and made louder.
- There is now some very minor screen shake when you take damage.
- Fixed: Bot firing sound is not respecting volume sliders correctly.
- Height text is now hidden on Spacemen HUDs to reduce clutter. (Still shows on Monster HUDs.)
- Fixed: Keycard pickup sound bypasses the user's volume settings.
- Fixed: Hitmarker sounds could duplicate on top of each other, especially when hitting targets with multiple shotgun pellets.
- There are new gore stumps for headless bodies, decapitated heads, and corpse piles. BEGONE, HIDEOUS CYLINDERS.

Monster Improvements:
- When a Monster's head is shot off, there is now a proper monster head on the decapitated helmet.
- The name of the player who was the Monster now appears on the "COLOR WAS THE MONSTER!" Game Over screen, so everyone knows right away who it was without having to wait for the scoreboard.
- Fixed: If you hold down full-auto firing on the Assault Rifle and transform, the Assault Rifle will continue to fire.

Perk Improvements:
- Air-dodging has returned. Monster's with Posterior Claws can now air-dodge by double-tapping a direction while in the air. (They can also dodge on the ground, like normal.)
- The Action Hero backpack now has proper backpack artwork, instead of being a stupid box. If your first Spaceman loadout has the Action Hero perk, this backpack now also shows up on your character in the main menu (but currently not the lobby.)

Customization:
- All prices on the Unfortunate Space Store have been lowered by about 50% or more across the board. Animated Visors are typically more expensive that Regular Visors, and Flag/Country Visors are now 99 cents USD or equivalent. All helmets are now $4.99 USD or equivalent. How's that for space madness?
- Astro and Robro helmets are now purchasable in the Unfortunate Space Store.
- The Default Space Suit now has brand new artwork, featuring higher quality textures, leather harnesses, sweet space boots, and more.
- This also means new First Person arms, including new animations for many items and uses. More on the way! (We're just getting started.)
- All helmets have been rescaled slightly to better match their original designs and fit with then new suit design better.
- Security Guards (bots) now have a new suit appearance and a Security Guard Robro head. Because they're bots!
- Removed motion blur from Spacemen customization camera so taking screenshots of your customized dude aren't ALL BLURRY AND STUFF.
- Fixed: Last Preview Color does not properly save or set between main menu and lobby, or defaults back to white constantly.

Ghost Improvements:
- Oxygen and Shapeshift bars now show up over Spacemen heads for Spectator Ghosts. Blue is oxygen, orange is monster. Bots have a white bar instead. Hopefully this will give Spectators a better read on what's going on.

Items and Weaponry:
- The Handgun has been completely revamped and many other weapons will follow suit.
- The Company Pistol is a Company-issued handgun, and is fully customizable in both paint color and amount of wear and tear.
- You can now Inspect the items you're holding by pressing H (default.) Interrupting it with other actions or pressing H again will stop the Inspection animation. Admire your shiny weaponry!
- Security Guards spawn with a randomly colored handgun.
- Unlike most weapons, you can now swap your current handgun for any other handgun you might find, whether you find a color you like better or simply want to look at someone else's weapon. You can still not carry 2 handguns, however.
- Fully Automatic weaponry should now have a consistent fire rate. (HUGE!)
- Fixed: Client gun's often (or always) fail to lose accuracy when they are fired rapidly.
- Tracers are now far more instantaneous (to reflect the hitscan nature of most weapons.)
- The recoil/feel of first person weapons has been drastically improved.
- The Handgun now has a new firing sound, including distant gunfire sounds.
- The Shotgun now has a new firing sound.
- The Assault Rifle now has a new firing sound.
- The Railgun now has a new firing sound.
- Fixed: Some weapons would fire (or sound like they're firing) twice for the person firing it.
- Items now spread out randomly when dropped. They can still be randomly placed on top of each other, but it's far less likely.
- Fixed: Weapon muzzle flashes and tracer locations are sometimes seen emitting from places that don't seem quite right to the wielder.
- The Assault Rifle is now colored green, instead of blue.

Menu Improvements:
- The Spaceman Customization menu now has a new layout and a fancier grid of buttons.
- There are now UI noises when you move the Height slider in the Customization Menu.
- The Settings menu is now all left-aligned so on wide setups the settings are still found close together.
- Fixed a case where "OPT IN AS MONSTER" text would show up during late-join.
- Screen Percentage has been renamed to the more correct Resolution Scaling in the settings menu.
- Fixed: Escape Menu Settings menu goes off the screen in some aspect ratios.

Maps:
- TVs and Microwaves now have proper collision.
- Improved the accuracy of collision on some cloth-covered crates.
- Most mesh walkways on maps can be shot through and will no longer block explosion damage.
- Spaceburbia: Fixed physics craziness on the hanging Spaceman cocoons present in Orange's House. - Subject 42 is still missing.

What's next? More improvements, tweaks, Monster AI, and... Coop? :)
<3 Zag


0.2.16c [Hotfix 3]

Greetings!
Update 0.2.16c (Hotfix 3) can now be downloaded from Steam!

New hotfix with some changes developed during this LONG patching cycle. The GIANT NEXT UPDATE is still in the works, but below you can find some new fixes I popped on out. - Zag

Hotfix 3 Change Notes:
- Various changes to the way you get to hosting from the main menu, and changes to how you select Internet vs. LAN games are handled. (It's all pretty obvious and straightforward, and better than before.)
- Fixed: Framerate issues in the Rescue Shuttle
- The Monster Acid Bomb no longer sets off other acid bombs nearby. This is to make each of the pre-set bombs (like all the ones in the Barn on Abduction) a bigger hazard to players.
- Fixed: When game is over, VOIP doesn't use VOIP Volume set in the settings menu by the user.
- Fixed: Select All button can allow users to select helmets and visors they have not unlocked yet.
- Fixed: Research Samples sometimes reset to the wrong place on clients, ending up in unreachable locations
- Fixed: Health Station continues to heal a Spaceman who has teleported away from it with Chocolate Milk perk.
- Fixed: Late joiners sometimes didn't properly get put into the game.
- The Chocolate Milk Perk no longer refills and can now only be used once per round, like the Blast Shield perk. It will also have a red X over it once it has been used.
- The end-game stats screen is now more compressed to display more players without scrolling.
- The Turbine helmet has had its art updated and now has some front exhaust.
- Echo: Added some invisible walls to spots where the monster could jump out and not be able to return to the normal play area.
- Architects: The Ruins Health Station and crate stack inside have been moved forward some to allow access behind them.
- Max Players can now be adjusted when initially setting up a lobby. Shapeshifter (the usual mode) supports up to 32 players.
- The Hazard helmet is now unlocked at level 25.
- The Pilot helmet now unlocks earlier, at level 10.
- The Bubble helmet now unlocks earlier, at level 18.
- Acid Bombs have slightly more falloff on their explosion radius, making them a bit less lethal at the edges of the explosion radius.
- Fixed: Monster Egg Parasites were triggering from a bit further radius than they should have been.
- Fixed: Outpost 13 wasn't properly setting itself as loaded so games could not be started on that map.

Thanks for playing, and see you all soon for the upcoming cooperative update! - Zag

0.2.16b [Hotfix 2]

Greetings!
Update 0.2.16b (Hotfix 2) can now be downloaded from Steam!

Figured I would put together a new blog post since it's a pretty big update, and the next update is going to add some HUGE additions to the game, and will probably see a bit longer patching cycle. Excited! - Zag

Hotfix 2 Change Notes:
- The Mana, Beer, Chocolate Milk, and Blood Bowl visors have had their artwork improved some, and are now also brighter.
- Objective requirements are now slightly lower for the bottom two tiers of player counts.
1-9 Players: 10 Research Samples (down from 12), 4 Transmitters, 25 Debris Per Landing Pad
10-14 Players: 18 Research Samples (down from 20), 6 Transmitters, 32 Debris Per Landing Pad (down from 35)
- The latter tiers remain unchanged.
- When used on a Monster with the Antibodies perk, The Health Syringe now takes away 75 Monster Shapeshift, up from 50.
- The Health Syringe now makes a higher pitched noise when used on someone who has the Antibodies perk (Both Monster AND Spacemen)
- Murderers (Spacemen who kill a fellow innocent Spaceman) now lose 5 to their Maximum Health every time, to a minimum of 50 remaining HP.
- Murderers now lose 15 Maximum Oxygen (because they're panicking/hyperventilating) every time they kill someone, to a minimum of 50 remaining Oxygen. (The Oxygen Tank gear still benefits them +30.)
- Once someone has killed an innocent, their breathing audio outside will be more rapid to help indicate this change.
- Health, Oxygen, and Shapeshift (now called Disguise) bars are longer and show the exact number amounts.
- Spacemen with The Action Hero perk now have a visible soldier kit on their back to indicate they can not pick up gear and are Action Heroes.
- Splash logos have been made less abrupt and loud. Again.
- The Monster is now picked from a list of players who opted in, first looking for players who weren't Monster last round, and then checking whether or not the player has been Monster for awhile. In other words, players who have not been Monster for the longest amount of time will now be preferred in the picking system. If none of these criteria are met, the Monster will be picked at random, or if only one person opted in, it can be the same Monster from last round. In any case, this now means everyone who opts in will get to be Monster before it picks the same person again. This Monster-pick-list DOES carry over between maps through the lobby.
- Fixed: In rare instances where Spacemen still have the Monster color picker up, they can change their color.
- Fixed: Landing pad in tutorial has no debris
- There is now a Field of View (FOV) slider in the Settings menu. This will change the way the camera looks, and will change the helmet trim as well. Adjust this along with the HUD Distance Slider until your setup is comfortable and matches your preferred playstyle and monitor setup. This system will be improved in the future.
- There is now an Framerate (FPS) Cap slider. You can now set a limit to your framerate, from 24 to 300. (Currently no unlimited option, but this is planned. The human eye can't see above 300 frames per second anywaaahasfhdskjgdhrgn) [KNOWN ISSUE: Slider may show 24 FPS when first launching the game, but the default is higher]
- There is now a Vsync checkbox option available for those experiencing screen-tearing artifacts.
- The Tutorial Task text on the HUD has been moved down and to the left slightly.
- The Tutorial Task text on the HUD now has a slightly longer animation to make it more obvious when it changes.
- The Crouch Indicator on the HUD has been moved to the lower center of the screen to make it more obvious when you are currently crouched.
- Bloom size and Lens Flare amount has been reduced by about 50% in some cases.
- The New Blood logo in the bottom left of the menu is now better colored with the menu and when clicked, now takes you to NewBlood.games.
- Ghosts can now see who is dead when viewing the player list (F1 key.)
- Steam Avatars now show up properly on the player list (F1 key.)

Thanks for playing, and see you this weekend as usual on Saturday at 11 AM PST for the community games! (Also join us on Discord!) I'm off to work on the covfofop update and monster tutorial - Zag

0.2.16 – “Creature Comforts”

Greetings Astronauts!

v0.2.16 "Creature Comforts"

Summary: In the 13th update of 2017 Zag teams up with New Blood Interactive, gets an Unreal Developer Grant, and adds almost (or over?) 100 fixes, tweaks, and general polish improvements, including Key Bindings, Screen Resolution Settings, and ULTRA-WIDE support! Check out the vlog to learn more about ALL THE THINGS!



community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:


*NEW* 0.2.16a HOTFIX 1:
- Fixed: Numerous issues with the keybinding screen, keyboard and mouse not properly focusing on the keybinding screen, and binding mouse buttons to various gameplay and VOIP actions.
- The Loadout (Warmup) Screen, Lobby, and Waiting for Players screens now get the correctly binded VOIP key instead of defaulting to Caps Lock.
- Fixed: PA System gets out of sync and plays different audio for clients vs. server.
- Fixed: Duress' PA System was still on testing mode and therefore rapid-firing PA messages. (woooooops)
- Fixed: Ghost HUD "So and So joins you in the afterlife" text is missing.
- Ghost HUD now says "You are the only Ghost right now." if you are the only Ghost right now.
- Current Ghost counter in the top right of the Ghost HUD now counts all Ghosts, including yourself, and has had the wording changed to indicate this.
- Fixed: Chocolate Milk sometimes would teleport people a few seconds after the first teleport.
- Big Railgun Buff. Railgun now cools down about 10% faster and Railgun damage will bleed through to Monster Health even if the Monster is disguised.
- Fixed: Items dropped on the ground (intentionally or upon death) while crouching will no longer sit below the ground.
- Fixed: New Blood intro splash video was a bit too loud and awesome. If you want to experience the awesome logo as intended, crank your sound up all the way when launching the game.
- The location waypoints for Radios are now hidden when the game is over to minimize clutter.
- Ghosts can now jump a bit higher.
- Fixed: Startup splash is still using old artwork.
- The Monster no longer crouches down when trying to eat if eating is already on cooldown.
- The Monster now attempts to automatically uncrouch after eating.
- Kema: Some Research Samples that were in the outskirts of the map have been moved a bit closer.
- Kema: Ghosts now reset if they fall in the lava pit.
- Fixed: Window Resolution changes or acts strangely when opening the Main Menu or Escape Menu.
- When crouched, the first person arm walking animations are now much slower to help indicate that you are crouching.
- You can no longer open the Escape Menu while the Emote Wheel is open.
- You will no longer fire your weapon when clicking on the Emote Wheel.
- The Emote Wheel no longer auto-closes and must be closed by the user by clicking on an Emote or the Close button. (This auto-close was in place for a mouse-focus issue that should now be fixed.)
- Fixed: In some cases the Emote Wheel can cause the Escape Menu to lose focus and get stuck on screen.
- Fixed: The text on the Close button in the How To Play guide sometimes gets cut off a bit.
- Fixed: The Task Complete popup text blocks users from clicking on menus behind it, such as the Escape Menu, Emote wheel, and settings menu.
- When a player is customizing their character in the lobby, there is now a little orange gear icon on their player card, so the host better knows who is ready and who is still editing their customization or loadouts.

PC MR Stuff:
- Screen resolution is now selectable in the Settings menu from a dropdown. [NOTE: You can not currently adjust Screen Resolution in Windowed Fullscreen mode - it will simply default to your desktop resolution in this mode.]
- Unfortunate Spacemen now fully supports ultra-wide monitors. There is a new feature in the Settings menu that allows you to set the 3D HUD Distance. If you are using a very wide aspect ratio, use the Helmet HUD Distance From Camera slider in order to make the 3D HUD fit properly on your screen. After that, you're good to go!
- Key Bindings are now editable in the Settings Menu. From this menu, you can change and clear key bindings for various actions in the game. This menu is a work in progress and will require some additional work in the future. [Known Issue: HUD button prompts currently do not change to display your new key bindings.]

General Improvements:
- MAJOR IMPROVEMENT to the way interaction priority is handled. Research Samples, Supply Crates, and items are no longer blocked by a lower-priority doorway, meaning you can pick things up if they're in the threshold of the door, without accidentally locking the door.
- XP gain rates have been reduced by about 10% across the board.
- Fixed: Host player can sometimes experience the "EME Launch" whiteout and sound effects when someone else is getting launched.
- Fixed: Sometimes the "Player has left the game" message would not include the player's name and would appear blank.
- Blood splats now attempt to attach to surfaces they splat on, such as moving doors, so they move with the object properly. (Better, not perfect.)
- An animated VOIP icon is now visible on the Warmup Screen (bottom left) when speaking.
- The helmet HUD now takes up more of the screen, and is closer to the edges of the screen in general. (At its default distance.)
- "View Task Details" in the top right now simply reads as "Details"
- Several HUD elements and HUD messages (including Crosshair) that pop up or on-screen during game are now hidden the moment the game ends, so the ending screen is much, much cleaner and less cluttered.
- Death sounds now use the same attenuation settings (distance and so on) as the Whistle emote, so death sounds can be heard from a little bit further away.
- The "Task Complete" and "Weapon Unlocking" text has been scaled down slightly to further reduce screen clutter during games.
- Spacemen can no longer perform interaction animations (or "jab" at) Power Switches, Colorblind Virus Jars, and Radio Jammers.
- The Airlock can no longer be "jabbed" (interacted with) when on cooldown, armed, or open.
- Punch Attack Damage has been lowered to 4, from 5.
- Time between Punches has been increased to 0.75 seconds, up from 0.5 seconds.
- Flashlight glare is slightly less bright and is more translucent.
- Flashlights have been optimized for better performance.
- Fixed: Bots sometimes jump around or teleport while shooting at the Monster.

Monster Improvements:
- The Monster now crouches while eating corpses, if not already crouching.
- The Monster now pauses to eat corpses, no longer an instantaneous action.
- If the Monster dies while in Monster Form, there are now unique Monster death sounds, instead of regular Spacemen death sounds.
- Fixed: Parasite egg can latch onto multiple Spacemen instead of depleting after the first victim.
- Fixed: Monster would be shown with the Default Visor, Default Height, and Default Body Type if they disguised as a dead Spaceman.
- Players can no longer switch items while transforming to Monster Form.
- Reduced Monster's interact distance to 300, from 350. (Spacemen interact distance remains at 250.)
- Communication Jam and Colorblindness Virus now has better HUD messages when activated, explaining that the Monster has made this happen, and that it is a temporary effect. Example: "The Monster has temporarily jammed all communication..."
- Colorblind Virus now spreads after 12 seconds after the jar is broken, down from 20 seconds.
- Power outages now better communicate to the Monster what has happened. For example, a Monster with the Nocturnal perk will be told they feel stronger when the power goes out.
- Fixed: One of the Monster's leg tentacles sometimes floats off of the body

Perk Improvements:
- Blast Shield perk icon now has a red X over it once it has been used.
- The Monster Decorpsinator perk now has the added benefit of stealthily removing corpses with no mess or remains left behind.
- Void Beast perk's black hole effect has been very slightly scaled down in size.
- There is now a subtle effect at the feet of someone who has Magnetic Boots activated in an airlock.
- Upon drinking Chocolate Milk, a Spaceman is now consumed by other-worldy particles, and then is teleported to their strange new location in a flash of green. Upon returning, there is another bright flash of green light.
- There is now a failsafe in place in the event a Spaceman gets stuck in the void of space after teleporting with the Chocolate Milk Perk. If you get stuck for more than the normal duration, the server now does a secondary check to get you teleported back correctly after about 6 additional seconds.
- If a Monster is using the Antibodies Perk, Health Syringes no longer force them to transform. Instead, the Health Syringe will lower their Shapeshift Energy by 50. If this causes Shapeshift Energy to hit zero, they are still forced out of their disguise as before. This means Monster's with the Antibodies Perk can survive being Syringed without blowing their cover, as long as their energy isn't below about half.

Ghost Improvements:
- When a Ghost falls off the map, they now reset to the nearest spawn point to the location they fell.
- When a Spaceman dies and becomes a Ghost, they now spawn as a Ghost at the nearest spawn point to the location they died.
- An animated VOIP icon is now visible on the Ghost HUD (top right) when speaking.
- Ghosts can now see when Colorblind Virus, Radio Jam, and Power Outage is currently in effect, indicated by icons in the top left of their HUD.
- The size of various text and imagery on the Ghost HUD has been decreased to take up less room.
- Ghosts are now hidden when the game has ended and will no longer show up on the round-end camera.
- The number of other Ghosts (dead players) is now visible in the top right of the Ghost HUD.
- Ghosts can now see who is talking by opening the Player List (F1 key) while dead.
- Fixed: Ghosts sometimes receive many duplicate text chat messages when someone joins the game.

Objectives / Machines:
- Round Time Limit has been changed to 18 minutes long, down from 20.
- Objectives Required now scale based on Player Count.
|| 1-9 Players -- 12 Research Samples, 4 Transmitters, 25 Debris Per Landing Pad
|| 10-14 Players -- 20 Research Samples, 6 Transmitters, 35 Debris Per Landing Pad
|| 15-19 Players -- 26 Research Samples, 8 Transmitters, 42 Debris Per Landing Pad
|| 20+ Players -- 32 Research Samples, 10 Transmitters, 50 Debris Per Landing Pad
- Research Sample HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Transmitter HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Research Samples now have an improved seal-up animation and some new art when sealed.
- Research Sample lights are slightly less bright and their light has been optimized for better performance.

Items:
- All Power Item Canisters start unlocking 30 seconds sooner than before, meaning 90 seconds into the game, instead of 120 seconds.
- Power Item Canisters now show an icon of the weapon unlocking from them.
- Suitcase Nuke has been moved up in the power item unlock order, replacing the Assault Rifle.
- The final Power Item, the second Shotgun, now spawns at the time the Suitcase Nuke previously did.
- The Assault Rifle no longer spawns from a Power Item Canister.
- 1 Assault Rifle will spawn per round at a random, regular item spawn.
- Power Item HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Fixed: Night Vision passive noise was too loud and has been reduced in volume.
- The Suitcase Nuke now has collision for bullets and projectiles, but not players. (Projectiles still have no effect on the Nuke itself, by design.)
- The Stun Grenade no longer fully blinds you if you are not looking at it when it detonates.
- The Stun Grenade will now very mildly flash a Monster with the Nictitating Membrane perk. This is simply to better signal that the player was in the radius, but should not effect their visibility.
- Flamethrower and Fire Extinguisher now have improved first person muzzle effects.
- Flamethrowers (and flame residue) are now far more effective and reliable at destroying Monster Eggs.
- Fixed: Thermal images show up after the game and on the Employee of the Month window if the player was using Thermal Vision when the game ended.
- The gear item Scanner has been renamed to Map Scanner, hopefully to better explain to new player's that the map must be open for it to do its passive map scanning effect.

Menu Improvements:
- Lobby quit confirmation text has been refined and made a little less silly... Unfortunately.
- Fixed: The build/version watermark at the top of the screen sometimes duplicates itself or layers multiple instances on top of each other.
- The "Waiting for Players to Load" overlay now has an animated spinner, more descriptive text, a VOIP icon, and better VOIP support during it.
- "Steam is Not Running" message popup has been improved and now includes some steps to fixing this error if encountered.
- Many fonts have been adjusted in the Main Menu and first-time Introduction popup.
- Potential fix in place for Escape Menu getting stuck on screen between rounds in some circumstances.
- Potential fix in place for the rare bug where the Warmup menu can get stuck on screen after the game starts.
- The Server Browser is now a bit more responsive and indicative of what it's trying to do when joining a game.
- There is now a proper "Failed to Join" message when you fail to join a server.
- Fixed: Error message (e.g. Failed to Join, Steam is not Running, etc.) popups now properly gain mouse focus, so you only have to click once to close them.
- Fixed: The Password input text box is now automatically focused by the keyboard when it pops up, so you no longer have to click on the text box.

Maps:
- All maps now have at least 32 possible Research Sample locations and at least 12 possible Transmitter locations.
- The Experiment: Spacemen are now pushed out of their Subject boxes every 60 seconds.
- The Experiment: There are now small crates next to the ramps that lead up to the upper floor, for easier climbing.
- The Experiment: Added some LOOOOOOOOOOORE...
- Each round, the PA Announcement Systems on Duress and The Experiment will now avoid repeating the same message twice, unless all messages have been heard, which is very unlikely to happen in a single round.
- Echo: Many boxes in hallways have been replaced with newer artwork.
- Echo: There has been a forklift accident in Yellow Hall.
- Echo: Fixed a spot in Blue Hall where Spacemen could wedge themselves in and would be unable to get out by themselves.
- Echo: The Power Switch in the Main Hangar has been removed. (The other 2 Power Switches in the Upper Decks and Engine Room are still present.)
- Echo: All the plants strewn about the station have grown much larger, and some new plants have been added, particularly in the Women's Lavatories and the Barracks.
- Outpost 13: The barrel stack outside of The Freezer now has better collision, making it easier to jump onto.
- Outpost 13: It is now slightly easier to jump out of The Bathroom, as a Monster with Posterior Claws perk. (The inside ledge has been made wider.)
- Recruitment: Potential fix for Outdoor Landing Pad having 1 debris that can not be cleared by players. (Security Guard bots could clear it.)
- Snowswept: The two adjacent rooms in the Command Center are now connected, with the Generator moved into the center.
- Hypertrain: The floors in Thruster Car (Orange Car) have received art improvements.
- Hypertrain: Improved art, details, and furnishings, particularly in the Dining Car (blue car) and Staff Car (yellow car)
- Hypertrain: There is a new roof hole in Dining Car (blue car) that drops down by the airlock and new kitchen area.
- Hypertrain: There have been multiple ramps added on the rooftop areas to allow easier access to the higher walkway on top on the cars without having to go all the way to one end of the train.
- Hypertrain: Added visible oxygen shields and oxygen markings on the roof holes that lead to oxygenated areas.

What's next? I dunno, stuff.
<3 Zag


Nuke The Bugs – 0.2.15

Greetings Astronauts!

v0.2.15 "Nuke The Bugs"

Summary: In the 12th update of 2017 Zag nukes some major bugs, adds ANOTHER map, and two new weapons. One of them is a nuke.



community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:

General Improvements:
- Oxygen decay while Strangulated increased to 2.5x the rate, up from 2x the rate.
- Fixed: Airlock doors can be 'ridden' as they open, often allowing Spacemen into areas they aren't supposed to be, and allowing them to survive instead of being sucked out.
- Fixed: AC Hum sounds on Recruitment and Tutorial were not affected by the Volume Slider.
- Lowered volume slightly on that sweet Spacemen Winning guitar riff.
- Fixed: Escape Menu can get stuck on screen after round is over
- HUGE FIX: Some occupants of the Shuttle are not properly being marked as onboard, getting killed after takeoff when they shouldn't be.
- HUGE FIX: Players sometimes get stuck, unable to spawn (as Spacemen or Ghost), when joining or rejoining a server after the round has started.

Monster Improvements:
- The Monster's Shapeshift Energy now decreases at a little more than double the rate while Strangulated. (1.5 per second, normal rate is 0.6 per second). The Intake Valves Perk will now block the strangulation effect for the Monster as well.
- Fixed: The Monster can no longer burrow on Drop-Bridges.
- Fixed: If the Monster initiates a burrow that forces them to transform into Monster form, a second check now takes place to ensure they do not burrow on a moving object, such as a Drop-Bridge or Tram, once they are transformed.

Perk Improvements:
- Chocolate Milk Perk has been redesigned.
- Chocolate Milk no longer restores any health.
- Chocolate Milk no longer triggers from explosive damage.
- Chocolate Milk now makes you invincible and Electrolocked for a couple seconds, and teleports you to a random (sometimes lethal) location on the map. - All other Chocolate Milk features are pretty much the same as before.
- The Company reminds you to please remain still when experiencing any side-affects of chocolate-flavored space milk.

Ghost Improvements:
- Ghosts can now crouch. When crouching, there is now an icon on the HUD to indicate this.
- Spectator/Death cameras now look directly at the body of their target, so if a ragdoll is collapsed on the floor, the camera is looking at it, instead of above it.

Objectives / Machines:
- Round Duration has been increased to 20 minutes, up from 15 minutes.
- Research Samples required to call the Rescue Shuttle has been increased to 12, from 10.

Items:
- New Weapon: ROCKET LAUNCHER. The Rocket Launcher spawns from a Power Item Canister after 8 minutes. This weapon launches a single rocket, which travels slowly but directly to its target location. Upon impact, it has similar effects to a slightly more powerful Frag Grenade. This weapon is depleted after a single use, so aim wisely!
- New Gear Item: SUITCASE NUKE. The Suitcase Nuke spawns from a Power Item Canister after 12 minutes. This Gear item is activated by using the 3 key. Upon activation, the Suitcase Nuke is placed on the ground, alerting all players, and will begin beeping. After 20 seconds, the Suitcase Nuke will detonate, destroying Spacemen, Monsters, doors, and cameras, and blowing out airlocks in the blast radius of 700 meters. If the power is not already out, the power will also go out after the Suitcase Nuke detonates. If a player is within the blast radius during countdown, the icon for the Suitcase Nuke will be a skull. If a player is not within the blast radius, it will simply be a nuclear icon.
- The Assault Rifle that spawned after 8 minutes now unlocks after 10 minutes.
- A second Shotgun will unlock from a Power Item Canister when 6 minutes are remaining.

Maps:
- New Map: THE EXPERIMENT. The Company conducts most of its sensitive testing inside semi-stable hyperholes. These tests are often used to measure the productivity of a new work procedure, to weed out unexpected employee behaviors, or to simply appease Jub'borith the World-Eater for another century or two. You know, the usual stuff.
- Duress: Benches no longer have collision under them, allowing items to be grabbed if they're under a bench.
- Duress: The demolished Bunk room in Station 8 now has a connecting drop-bridge to the destroyed Station 6, for easier travel to and from this station without requiring a tram.
- Duress: The northern Planet Landing Pad and Station 5 now have a lower walkway connecting them, so you can travel across without needing a tram to be there.
- Duress: If Spacemen somehow manage to get stuck inside the rear of the tram, it should now safely place them back into the main passenger area of the tram.
- Duress: Overhead map has been updated to show these new walkways.
- Gardens: Fixed various gaps or seams in the exterior walls.
- Outpost 13: There are now 3 new access points in the roof of the main structure that the Monster (or Spacemen) can use to drop into the building. These are located in the Kennel, the Freezer, and the Bathroom in the Rec Room. These holes are covered by an Oxygen Field, so the rooms still maintain their oxygenation as before. It's worth noting that Monster's with Posterior Claws Perk (increased jump distance) can jump out of all 3 of these holes.
- Outpost 13: New lobby image.
- Outpost 13: Overhead Map has been updated to show the new roof-holes as dotted red lines.
- Recruitment: Obstacle Course "jumping challenge" beams are now a bit easier to get over if you're coming from the opposite direction.
- Recruitment: Shooting Range wall has been lowered very slightly to make it easier to jump over.
- Recruitment: Zzz... added.
- Recruitment: Spacemen can no longer get stuck on the edges of the pit if they're blown out of the airlock.
- Recruitment: Slightly lowered the window frame in the broken-glass hallway, to make it a bit easier to exit the building.
- Recruitment: Oxygen zones should no longer extend above the Glass Halls, if a Spaceman manages to get onto the roof.
- Recruitment: The stairway in the Obstacle Building now has oxygen.
- Spaceburbia: Some exterior walls of Green and Blue house has received improved art, and all the rooftops have been colored to match the house for better identification.

What's next? Polish! That means Key Bindings, better ultra-wide support, and a bunch more! Probably no more new weapons, at least not for awhile. Something big next week, too.
<3 Zag


Recruitment – 0.2.14

Greetings Astronauts!

v0.2.14 "Recruitment"

Summary: In the 11th update of 2017 Zag drops a vlog covering this patch and 0.2.13, improves Ghost spectating, adds a brand new abandoned training facility map, and some more great little tweaks!



community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:


New Map: RECRUITMENT
- The Company's Non-Discriminatory Training Facility has been out of commission for no particular reason, for no particularly specific amount of time. The Company has decided to send some Spacemen to assess the damage, or something.

General Improvements:
- The Monster Health Bar is now visible to Ghosts when the Monster is in Monster Form. This bar is orange. (As before, red bar = Human Health)
- Ghosts can now see one another as dim, floating helmets with angel wings.
- By looking at a ghost, ghosts can now see one another's name and what color they were in a previous life.
- Flamethrower "passive gas hiss" is now a bit louder and plays at all times, even when dropped on the ground.
- Fixed: Transmitter pylons are not connected properly to the rotating dish.
- Potentially Fixed: Players sometimes get "left behind" by the Shuttle even though they are clearly on-board when the door shuts. [still under investigation]
- Fixed: Potential issue with Steam Inventory Helmets and Visors not always following the same code rules as the other buttons in the selection menu.

What's next? An explosive new arsenal, more fixings and polish, and some more stuff I'll keep secret until the time comes!
<3 Zag


Trading Blows – 0.2.13

Greetings Astronauts!

v0.2.13 "Trading Blows"

Summary: In the 10th update of 2017 Zag cleans up some bugs, adds randomized visors and helmets, updated some maps, and balanced a bunch more gameplay!

community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:


Steam Trading Cards:
- Steam Trading Cards are currently undergoing review by Valve. When they are live, this will be updated. Trading Cards, along with the emoticons, badges, and profile backgrounds available from them should be live and dropping (via playtime) within the next week or so - at most.

General Improvements:
- Proximity VOIP Range has been decreased to 3400, from 3500. (1 meter less than before)
- The VOIP indicator that floats near a talking Spaceman has received updated art and animations.
- Control lockout when grabbing or interacting has been extended very slightly so that (especially on laggier clients) you can not look away from the item before successfully grabbing it.
- Fixed: The server is not properly waiting for everyone to reload the map before starting the game. (aka The Loading Screen Bug)
- Fixed: Spacemen will sometimes get stuck inside doorways if the door is locked or welded while they are standing in the doorway.
- Doors now deal 15 damage if you are in the threshold when the doors are locked or welded shut.
- Health Bar is no longer visible to Syringe-holders if the "person" is in Monster Form.
- Health Bars are now 50% thinner so they take up less screen real-estate.
- You can now Mute Voice and Unmute Voice by clicking on a player's name in the Lobby and selecting that option from the dropdown.
- As there is currently no way to mute or unmute a person during gameplay, there is now a button in the Settings menu; "Clear Muted Players List." This button will remove all muted players in the list. If you would like to mute ALL voice chat, simply lower the Voice Volume slider to 0. This is, however, considered anti-social and frowned upon by Company supervisors, who are encouraged to uphold Socialization Order Delta 0-FF.
- The dropdown menu when clicking on a player's name in the lobby has been improved and cleaned up. It now also includes the name of the player you clicked on, at the top, in case the menu itself is obscuring this information.
- Lobby Host Match Settings have been drastically reduced in font size, in anticipation of additional match settings, and to look a bit sleeker than before.
- Font on HUD names has been changed.
- Font in bottom left HUD color has been changed.
- Fixed: Keycard icons are visible before game starts even if your loadout or setup does not have a keycard.
- End-game Spacemen Win and Monster Win music has been changed entirely, and now waits to play until the Scoreboard pops up.
- Employee of the Month sequence has been improved and shortened some. It also has some new sound effects and confetti.
- The death camera has been moved closer, to avoid intersecting walls as often as it currently does. This system will probably get a large rework in the future to be more reliable and never leave you looking at something boring both upon death and at the end of the round.

Monster Improvements:
- Nictitating Health Bar visibility ranged increased from 500 to 600.
- Monster Health Gain Per Level reduced to 35, from 40.
- Monster Health Gain Per Level (after level 6) reduced to 12, from 15.

Perk Improvements:
- The Monster is now immune to the effects of Antibodies Poisoning IF they have the Antibodies perk in their selected Monster loadout.
- Fixed: Antibodies description text claims it makes you take less damage from exposions and fire. (This was incorrect. Now the correct effect is listed; Antibodies Perk makes Spacemen immune to the Colorblind Virus.)

Ghost Improvements:
- Health Bar visibility range to Ghosts increased from 500 to 1400.
- Ghost first person cameras now have post-processing and shader settings similar to that of Spacemen, particularly with the removal of scanlines and blue-ish tint on the screen.
- Ghosts can no longer see Thermal Footprints, since this was only added to help them find Spacemen. (Now they can see Spacemen through walls.)

Objectives / Machines:
- Radio Jammer object now has new artwork on its screen.
- Potential fix in place for some occupants of the Shuttle failing to get properly marked as such by the server.

Items:
- The gear item formerly known as GPS Locator and then renamed to Buddy System has been renamed again. It is simply now called "Radio" to better illustrate its purpose.
- Health Syringe Health Bar visibility ranged increased from 500 to 600.

Customization:
- The VISOR PICKER and HELMET PICKER have been completely revamped. You can now select ANY number of VISORS and HELMETS from the menus. These selections will be highlighted as your Favorites. Each round, one of your Favorite Visors and one of your Favorite Helmets will be picked at random. (If you only want one constant apperance like before, simply pick a single Favorite.) There is also now a button for selecting all visors / helmets, as well as de-selecting all visors / helmets. Upon saving or upon loading, the visor / helmet previewed on your character will be a random visor from your list of Favorite Visors, so don't be shocked if you look different every time you get into the main menu or lobby.

Maps:
- All maps now have at least 10 potential Transmitter locations, so many maps have new places Transmitters can appear at.
- The Map Picker has had some minor layout and visual changes.
- Fixed: Map selection buttons look like plain squares when clicked after being selected.
- Maps now state their overall size in the description, mostly based on how big they *feel*, not necessarily exact dimensions. These sizes are Small, Medium, Large, and Huge. There is also a "Tiny" category that may be used in a future map.
- The Company has now given all facilities a Hazard Rating. This rating is visible on the map selection screen, and indicates the general environmental hazard level of a given map. For example, Tidal Lock, with all of its airlocks, droppable bridges, and general lack of railings, has a Hazard Rating of 3 - the highest rating. Echo, with a mix of both, is a Hazard Rating of 2. Gardens, with a lack of these sorts of environmental hazards, has a Hazard Rating of 1, the safest rating. You can hover your mouse over a map's Hazard Rating for additional information.
- Duress: This map now has a unique ambient musical track like the other maps do.
- Duress: Trams now travel about 10% faster.
- Duress: The scanner in the Processing room now emits a loud beep if the Monster walks through it.
- Duress: Station 1 seats were raised up slightly, making them appear much bigger than other seats in other stations. This has been fixed.
- Duress: Added some precomputed visibility zones for (hopefully) improved performance on this map.
- Duress: Improved collision on the back of Trams to prevent Spacemen from being shoved or otherwise pushed inside the rear geometry of the Tram.
- Duress: Ghosts now properly collide with the fridges in the Kitchen.
- Duress: A player spawn that was facing a very dark wall on the upper platform by Construction has been moved some to be less disorienting.
- Duress: The small bridge connecting Artifact and the Power Station has had a railing added to the inner side.
- Duress: Added some cross-beams on the glass in Artifact room, to make it more clear that you can not walk through that portion of the room.
- Tidal Lock: All rooms on Level 1 now have a grate covering the back of them so Spacemen can no longer fall down and get stuck below.
- Tidal Lock: The central bridge on Level 3 has been moved over some, in order to no longer collide with the Power Bridge below when the bridge is dropped.
- Outpost 13: Fixed positioning of the blood on the new power switch art for improved ENVIRONMENTAL STORYTELLING.
- Spaceburbia: Added some art and details outside of the playable area, such as trees and homes.

What's next? Probably another map, and more polish on the existing systems. And maybe some more items... But I don't want to talk about such an explosive possibility just yet.
<3 Zag


Monster Gameplay 2017

Hello Astronauts!

I played some awesome games with the community on April 30th, and had a wonderful round as the monster, which I've commentated and whatnot. If you're new to Spacemen, this is a great example of how to play the Monster (and play your opponents!) If you're not new, enjoy the video - it's a riot!




Enjoy!