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:


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!

Boarding Pass – 0.2.12

Greetings Astronauts!

NEW 0.2.12a HOTFIX 1
- Fixed major build issue. A bunch of missing meshes/new artwork is now properly in place instead of being invisible.
- Fixed major build issue. Tidal Lock, Outpost 13, Gardens, and possibly other maps now have been properly updated to their 0.2.12 version, instead of their old 0.2.11 versions.
- Updated artwork on Supply Crates in Lobby scene.
- Monster Claw Damage has been lowered, from 11 to 8.
- Monster Claw Damage gained per kill has been lowered from 3 to 2.
- VOIP Proximity Chat range has been extended to 3500 (35 meters) from 3000 (30 meters)
- Research Samples that are reset while on a Tram are no longer still attached to the Tram from afar.
- Ghosts should no longer fall through Trams.
- Ghosts now properly reset to a RANDOM spawn point if they far off a ledge/into space, instead of resetting to the same one each time.


v0.2.12 "Boarding Pass"

Summary: In the 9th and almost certainly largest update of 2017, Zag brings you proximity chat, a new tram-based map called Duress, 2 new weapons, and a WHOLE space-load more! Watch the vlog and read on for more of those juicy details!



community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord chat 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:


VOIP Change: Proximity Chat
- Voice chat has undergone a massive change that will drastically alter gameplay.
- Voice chat is activated by holding down the CAPS LOCK key.
- Voice chat now emits from the Spacemen (and Monster) character itself, meaning you can only hear one another if you are within roughly 30 meters. This means you can privately converse if you are far enough away from other people, but also means you can no longer call for help from across the map. This is a large change and should bring some creeping loneliness into the game.
- If you are using the Camera System, you can NOT hear local chat around you. You CAN however, hear any local chat around the camera, allowing you to eavesdrop on people.
- If you are using a GPS Locator (renamed Buddy System in this patch) then you and the other user can communicate with one another across the map. If you deactivate YOUR Buddy System, you can still receive long-range communication from your buddy, but do not broadcast long-range to them. In short, deactivate your Buddy System if you want to hide from the other person using it.
- Ghosts can communicate across the map, and hear proximity chat, but can not communicate with any of the Spacemen they are spectating.
- Lobby, Warmup (Loadout Selection), and Postgame Scoreboard chat is global, allowing everyone to communicate freely with one another during these times.
- There is now a volume slider in the Settings menu for Voice Chat, because Full Out was relentless about it. This volume slider will determine how loud other players are.
- [Known Issue] Voice chat does not currently working during the "Waiting for Players to Load" screen. You are welcome to talk to yourself, if you'd like.
- [Known Issue] VOIP audio is not currently spatialized, meaning directionality is not currently in place. This is planned for a future update.


New Map: DURESS
- Like many of Roger's asteroids, Asteroid A7-PDLC has nearly been depleted of all its valuables, leaving its lightly-staffed mining facilities a hollow labyrinth of tunnels and tramways reaching throughout its cold body.
- Duress takes place on an asteroid in the ringed mining fields of Roger, a large gas giant in the Home system. This hollow asteroid is networked by tunnels, staffing facilities, and tramways that connect its eight distinct stations to one another. This is the first map to feature an automated PA system, a tram system, oxygen fields, and a distinct clockwise travel route.
- Trams and Stations are typically oxygenated but the Tramway itself is not. Keep an eye on your oxygen status when exploring this new map!


General Improvements:
- Transmitters per round has now been increased to 8, from 6.
- The Overhead Map no longer changes to the color of the team you are.
- Overhead Maps can feature full color images, including color-coded regions. Some maps may not yet be color-coded fully or may still be black and white.
- All Overhead Map images are now higher contrast with less clutter and unnecessary detail on them, to make walls and your position more obvious at a glance.
- Punching now checks line of sight to target. If there is no line of sight, the target will not be hit.
- Fixed: Punching could hit targets through walls, doors, or thin glass.
- Follow Me Emote has been removed.
- All lines from the Follow Me Emote have been added to the Let's Go Emote, since these two emotes were fairly redundant.
- Lock The Door Emote has been removed.
- Whistle Emote has been added. (NUMPAD . KEY) This is an Emote that features a whistle, hearable from a longer distance than other emotes. Used best for signaling others, intimidation, whistling while you work, or just annoying your co-workers.
- Love Emote has been added. (NUMPAD 1 KEY) BO-O-OING! 😉
- Security Guards (Bots) now do a few more emotes than before.
- Security Guards (Bots) have been given additional text lines they can say.
- Fixed: Portrait "Avatars" in the bottom left (especially when green-colored) sometimes have a weird or ugly "greenscreen" effect. (Thanks abxyxx for the tip on fixing this one!)
- How to Play Guide has been updated with some imagery. Still a work in progress.
- The Lobby Map Picker now has smaller buttons, so you don't have to do as much (or currently, any) scrolling to see the list of maps.
- Fixed: Sometimes the Escape Menu can get stuck on screen, or lock a user out of their controls for the remainder of the round.
- Fixed: Tooltip for "No Power Weapons" on the Host Match Settings screen shows the wrong tooltip.
- Fixed: Spacemen Tutorial keycard section gets skipped instantly.


Monster Improvements:
- The Monster Claw Attack now checks line of sight to target. If there is no line of sight, the target will not be hit.
- Fixed: Punching could hit targets through walls, doors, or thin glass.
- When burrowed, Claw Damage is no longer shown. Instead, the text reads "BURROW TRAP"
- The Acid Bomb and Parasite Egg now place directly at the Monster's feet instead of in front of the Monster. The Monster is laying an egg, after all...
- Fixed: Monster could sometimes place Parasite Eggs or Acid Bombs inside or through walls.
- Acid Bombs and Parasite Eggs are now unable to be triggered for 2 seconds after being placed.
- The Monster must now have its feet on the ground in order to dodge. (Note: Void Beast Blink is still useable in the air.)
- Fixed: If Host and Monster, Murderers are not properly outlined after they kill an Innocent Spaceman.
- Fixed: If Host alone in a practice round, bots are not properly outlined after killing the first one.
- Fixed: Acid Bomb and Parasite Eggs still show undestroyed state if they were destroyed before the player joined the server.


Perk Improvements:
- Perk Selection screen is now much cleaner and makes a little more sense.
- FIXED: You can no longer select the same perk twice on the Perk Selection screen.
- Security Guard perk has been renamed to Janitor. TIME TO TAKE OUT THE SPACE TRASH.
- The Perk selection screen now has more tidy and detailed Spacemen Perk descriptions.
- Most perks have new or updated icon art.
- If you save a Perk Loadout with any empty Perk slots, you will now be warned about this before saving the loadout.
- Acid Monster reflex (splashing acid on nearby targets when hit) can now only trigger every 1.5 seconds, up from 0.75 seconds.
- If you are a Monster with the Nictitating Membrane perk, you will now see the human health of nearby Spacemen, floating above their head.
- Fixed: Perk Icons on HUD sometimes display the wrong perks for Spacemen
- Janitor Perk now spawns with a Fire Extinguisher if no other perks give a secondary weapon. Here are the results of some of the most common perk combinations.
- Action Hero + Janitor, spawns with Assault Rifle, Fire Extinguisher
- Action Hero + Welder + Janitor, spawns with Assault Rifle, Welder
- Janitor + Welder, spawns with Stun Baton, Welder


Ghost Improvements:
- If you are a Ghost, you will now see the human health of nearby Spacemen, floating above their head.
- Made some elements of the Ghost HUD a bit more compact.
- The Ghost first person camera has been increased to 100 FOV, from 90 FOV.


Objectives / Machines:
- Radio Jammer beeping noises have been quieted down some.
- Transmitters that are complete are about half as loud as they were previously.
- Health Stations now have a completely new look.
- Bonus Supply Crates now have a completely new look.
- Power Outage Swithces now have a completely new look.
- Landing Pads now have a little dust on their surface, because that's pretty swell.
- Fixed: Last Man Standing can not turn the power back on with a single Generator.
- Research Samples now instantly reset if the carrier was killed by falling off an edge or some other bottomless pit.
- Research Samples now make a distinct noise everyone will hear when they reset to their original position.
- Improved the visuals of the jet particles on the Rescue Shuttle.
- The Company has decided their logo was not quite large enough on the sides of the Rescue Shuttle, so in order to increase brand awareness among all lifeforms being rescued, the logo on the sides has been increased in size.
- Security Cameras now have a brand new look and are now typically attached to the ceiling (but not always.) Cameras are also quite a bit bigger and more obvious. The Monster will, as always, want to destroy these to keep their naughty behavior hidden from prying eyes.
- Security Cameras can now view 360 degrees, instead of just 180 (and in some cases, less.) Due to this design change, many cameras have been moved and redundant cameras have been removed entirely. This is roughly 10-25% reduction of cameras per map, but results in roughly 2x visibility or more. This means the Security Camera system will be quicker to navigate and be more useful in general.
- Some maps have received new Security Cameras or had existing cameras renamed.
- [KNOWN ISSUE] Security Cameras do not yet visually rotate as the viewer looks around with it. (This is a planned feature.)
- PLEASE REPORT ANY SECURITY CAMERA-RELATED ISSUES, such as strange or floating placement, clipping through walls, and other odd behavior cameras should typically not be engaging in.


Items:
- **New Weapon:** Railgun. A zoomable long-ranged rifle that fires a single, highly damaging shot, with a long cooldown. The Railgun has a visible laser in the direction it's being aimed at any given time while held. This laser is dimmer when the Railgun is on cooldown. This weapon is only obtainable from a Power Weapon Canister.
- **New Weapon:** Fire Extinguisher. One appears per map per round. This item operates similar to the Flamethrower, spreading widely and overheating fairly quickly. However, the Extinguisher doesn't do any damage to its targets. Instead, it destroys any Flamethrower fire, whether it's being fired at the time or the flame residue on floors, ceilings, and walls. This is a direct counter to the Flamethrower.
- The Fire Extinguisher also has a secondary effect. Any targets (often including the wielder) directly hit by the Extinguisher blast is "Strangled." This will cause the victim to be unable to gain any oxygen, and will cause them to lose oxygen at double the rate, for 5 seconds. This effect can only be triggered again 5 seconds after the last time it happened and does not stack.
- There is now a HUD indicator when you are "Strangled." This has no effect on the Monster but will still appear on the Monster's HUD.
- Power Weapon Canisters have been tweaked in the following ways...
- Power Weapons now unlock slightly sooner than before.
- Emergency Level 2: The Flamethrower now unlocks 2 minutes into the round. (At 13:00)
- Emergency Level 3: The Shotgun OR Sniper Rifle now unlocks 4 minutes into the round. (At 11:00)
- Emergency Level 4: The Shotgun OR Sniper Rifle (whichever was not picked in previous Emergency Level) now unlocks 6 minutes into the round. (At 9:00)
- Emergency Level 5: An Assault Rifle now unlocks 8 minutes into the round. (At 7:00)
- Power Weapon Canisters have a new (unique) unlock sound. (Previously were using the Airlock open noise.)
- Power Weapon Canisters now make a new sound when activated, if you are close enough to hear it.
- Power Weapon Canisters now "chirp" periodically once they have become active. After 30 seconds, it chirps twice, and after about 45 seconds, it chirps three times. After opening, they will continue to periodically emit this chirp until the weapon has been taken by someone. After that, the canister goes inactive as before.

- Gear Item Change: GPS Locator has been renamed to Buddy System.
- If you are holding a health syringe, you will now see the human health of nearby Spacemen, floating above their head.
- Frag Grenade now has more glowy parts than before, for easier identification in dark places.
- Assault Rifle has some more glowy parts than before, for easier identification in dark places.
- Welder finally has a unique look, instead of just being a yellow handgun.
- All items have received new, higher contrast artwork for their HUD icons.
- The Flamethrower and Welder have new HUD icons to reflect their new appearance.
- Noise Grenades now randomly pick between handgun firing sounds and monster claw attack sounds.
- A Fist icon now shows up in empty slots, and an empty item slot is now designated as "FISTS" when active.
- Flare Gun now cools down twice as fast.
- The flames coming out of the front of the flamethrower will no longer hurt the user if they're moving forward. They can still hurt the user if they're in a close area, and all over residue fire will still damage the user as well.
- Fixed: Various issues with flamethrower firing, showing fire particles, or making noise after being dropped, after changing weapons, or after someone has stopped firing it.
- Fixed: The frosty effect on the first person helmet glass sometimes causes other refracted materials (windows, virus containers, sample containers, etc) to appear offset or in the wrong location.


Customization:
- Tom Videogre's Voice Pack now has the correct Sorry lines.

Maps:
- Abduction: Various foods have received improved artwork, and some mysterious new food has appeared on the tables around the farmhouse. Probably nothing to do with the UFO floating overhead.
- Gardens: Various regions of the map, particularly The Pinnacle and the farthest exterior walls, have had large art updates. Many 'gray walls' have been replaced by proper, textured walls.
- Gardens: A gap has been filled between the Scaffold and the small building below it.
- Gardens: Fog density has been slightly reduced, and the color has changed to a more strong (but darker) shade of green.
- Gardens: The Pinnacle now has entirely glass floors, greatly modifying the lines of sight within the structure and between floors.
- Hypertrain: Blue car has received some graphical improvements.
- Outpost 13: Medical folding screens in Medical and Lab now have collision.
- Space Bar: Some graphical updates to various rooms and hallways, including better signage on some doors.
- Space Bar: The windows in the projector room have been increased in size and are now large enough to easily jump out of.
- Spaceburbia: Various graphical improvements to Yellow House.
- Spaceburbia: Lighting outside of all the house now reflects the color of the house. For example, Green House now has slightly green outdoor lights.
- Spaceburbia: Overhead map updated to include the Park Storage and Garden behind Yellow House.
- Tidal Lock: The floors have been compressed, making everything much closer (vertically.) Layout is mostly the same. If you find any issues with geometry or other objects being in strange places, as with all bugs, please report it on the Discord #bug_reports channel or the Bug Reports forum on Steam.
- Tidal Lock: Ghosts now collide with drop-bridges. (Duress also has a drop-bridge, they collide with that one too!)
- Tidal Lock: Added an additional ramp near the center of the map, going from Level 2 to Level 3.
- Tidal Lock: Added an oxygenated room and Power Item Spawn to the dark side of Level 1 (Green side.) Previously this side of Level 1 had no oxygenated zones, resulting in far too many negligent deaths, even by The Company's standards.
- Tidal Lock: Level 3 has been substantially updated with a new art and layout for the various crates and containers.
- Tidal Lock: An additional Transmitter position has been added to Level 3.
- Tidal Lock: Ceiling Airlock in the small building on Level 3 can no longer be triggered through the wall and the building now has a sloped ceiling to increase effectiveness of the ceiling airlock.
- Tidal Lock: The drop-bridge spikes now extend down most of the bridge, increasing chance to be hit by them on any of the lower levels.


What's next? That's a great question. I'll let you know soon!
<3 Zag


Microlensing – 0.2.11

Greetings Astronauts!

v0.2.11 "Microlensing"

Summary: In the 8th update of 2017, Zag brings the fastest vlog in the west, tons of new features, improved Ghost spectating modes, and a space-truckload of "quality o' life" polish. Read on, and check out the vlog below, for more!



community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord chat to take part in the fun! Also, about 90% of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:


UPDATE: HOTFIX 0.2.11a
You'll know you have the patch by the watermark "0.2.11a" (the "a" being the important part)

- Fixed: Lock door arrows show up if you're holding a large item like a canister or crate and are unable to interact with the door.
- Fixed: Lock door arrows show up when a door is welded (and unable to be manipulated.)
- Fixed: Floating first person handgun during initial 'prep' phase right before the match begins.
- Fixed: Main Menu Customization Spaceman's left hand is not properly holding their weapon.
- Stun Baton now does 10 damage to Spacemen, if Electrolocking is successful.
- Stun Baton now does 20 damage to Monster in Monster Form, if Electrolocking is successful.
- Stun Baton charges increased to 10, from 5.
- Stun Baton originally could not stun the same target again for 5 seconds. That cooldown has been lowered to 4 seconds.
- Potential Fix: Security Guard helmet texture not displaying properly.

// end of hotfix changes //


The Salt Stick:
- The Salt Stick -- er, Stun Baton has been completely redesigned to offer a more fun experience for both the stunner and the stunee.
- Upon being hit by the Stun Baton, you are now "Electrolocked." Unlike "Suit Lock," Electrolocking only inhibits certain actions. You can still look and move around, Monster dodge, and shove, but you can not attack, fire weapons, lay eggs, burrow, blink, use your keycard, or interact with items or objectives in any capacity.
- Electrolocking lasts for 5 seconds, and (as previously with being Stunned) can not be performed on a target that has been recently Electrolocked. As before, failure to Electrolock a target does NOT consume a Stun Baton charge.
- Stun Baton now has 5 charges, up from 4.
- There is now a unique icon on the bottom center of your HUD for when you a Electrolocked (as opposed to Suit Lock.)
- The Stun Baton swing rate has been greatly reduced. You can now swing the Stun Baton every 0.5 seconds, down from 2 seconds.
- Fixed: When the Stun Baton is in secondary slot, the first person holding animation is incorrect.

General Improvements:
- You can no longer crouch / uncrouch if you have done so within 0.25 seconds.
- Monster Burrowing now takes slightly longer.
- Fixed: Monster sometimes falls through the ground after unburrowing
- Fixed: Chocolate Milk still triggers when getting launched out of an EME or when falling off a map
- Fixed: Door panels sometimes don't show up as a ghost.
- Fixed: Doors sometimes don't go to the proper location/rotation when broken, sometimes resulting in a blocked doorway.
- For better spectating, Ghosts can now see the outlines of Spacemen (in blue) and Spacemen corpses (in red), and can see them through walls. To keep things ambiguous, outlines offer no distinction between the Monster and the Spacemen.
- Murderers (A non-Monster Spaceman who killed someone on their "team") are now outlined (in orange) to the Monster. The previous indicator (a skull waypoint) has been removed.
- Eggs and Acid Bombs are now outlined (in orange) to the monster. The previous egg/bomb waypoint indicators have been removed.
- Decapitated heads are just a bit messier now.
- Last Hit By information is now cleared if the target does not die from the damage. This should prevent cases where someone is marked as a murderer when the person they hit last was killed by "natural" (non-player) causes several minutes later.
- Void Beast perk is now literally a black hole monster. This is mostly a cosmetic effect of the perk, but also aids in obscuring the monster's location, and Spacemen who are inside the monster's radius may find themselves feeling... isolated.
- Monster footsteps are now silent with the Void Beast perk.
- You can now swap to an empty item slot at any time, meaning you can now access your punching fists any time you want to punch things with your fists.
- The Chocolate Milk perk no longer takes the user into third person.
- The Chocolate Milk perk now Electrolocks the user for its duration, disallowing them from doing much else besides run around, jump, and shove.
- Fixed: Burrow cooldown meter is incorrect after unburrowing.
- Interaction text is now entirely gone if Suit Locked or Electrolocked.
- There is a new sound when a new Ghost appears. All other Ghosts will hear this sound, accompanied by a message in chat, declaring so-and-so has joined them in the afterlife.
- Acid bomb passive "purring" noise has been increased in volume.
- Fixed: Can sometimes get stuck in the camera system, unable to leave.
- Sounds are now muffled when in a de-oxygenated zone.
- Oxygen zones are more reliable now in how they perform.
- The frosty visor effect when in a de-oxygenated area now has proper icy refraction and the icy edges take up a bit less room on the edges of the visor.
- "COLOR just killed SAME COLOR" will no longer show up and instead a "killed themselves" message will show up.
- Fixed: Doors could sometimes not be hit by Monster Claw attacks while locked.
- Entirely redesigned how the Monster is picked in order to prevent the same person getting picked as Monster twice. If multiple players are opting in, the person who was Monster last round should not be picked again unless no one else opts in.
- Monster Form now has a unique crosshair.
- Fixed: Sometimes the first person weapon will be visible or invisible in certain circumstances where it should or shouldn't.
- Escape menu should now be closeable with the Start button on a controller.
- Fixed: First person Monster legs have the wrong texture on them.

Objectives:
- Objective waypoints (Research Samples, Transmitters) now show up to Ghosts.
- Fixed: Landing Pad "RESCUE" waypoint sometimes not showing up in some cases
- Generators now have a better contained-mini-blackhole effect.
- Fixed: Debris near your character is still waypointed from a distance when viewing security cameras.

Steam Achievements:
- There are now 24 Steam Achievements.
- 2 are secret (hidden) achievements.
NOTE: Bots do not count towards achievements unless specifically stated otherwise.
- RTFM: Read The Abridged Spacemen's Guide
- No One Gets Out Alive!: As Monster, win the game with all the Spacemen dead.
- True Survivor: As a Spaceman, land the killing blow on the Monster.
- Not So Fast!: As a Spaceman, kill a Monster with the Posterior Claws perk.
- Space Madness: Be the last Spaceman alive in a game with 5 or more players.
- Unleash The Beast!: As Monster, kill 3 Spacemen with Monster Claws in a single round.
- I'm The Real Yellow!: As the Monster, be disguised as someone else's color as they are murdered by their fellow Spacemen.
- Personal Bubble: As a Void Beast, kill a spaceman with your claws.
- Leaving on a Jet Shuttle: As a Spaceman, escape in the Rescue Shuttle.
- The beginnings of the Handyman achievement set, which will be 8 achievements (2 added in this path, the remaining 6 at a later date.) When all are in place, this achievement set will unlock a special reward in a later patch.
- Handyman 1 - Employee of the Month: Become Employee of the Month!
- Handyman 2 - High Value Employee: Become Employee of the Month with 3000 points or more.
- One Way Trip: As Monster, shove an unsuspecting Spaceman into an Emergency Mass Ejector
- Lock and Load!: Create a perk loadout.
- Just Borrowing: As a Spaceman, steal someone else's keycard.
- Come Out, Come Out...: As a Spaceman, knock the Monster out of shapeshift form with a well-placed Stun Grenade.
- Probing Questions: As a Spaceman, reveal the Monster with a health syringe.
- Equal Opportunity: Complete The Company's Non-Discriminatory Training Course
- Unconvinced: As a Spaceman, kill the Monster while it's in a shapeshifted form.
- True Survivor: As a Spaceman, land a killing blow on the Monster.
- Persuasive: As the Monster, kill a Spaceman with a weapon they were the last owner of. Grenades do not count.
- Participation Trophy: Be the first Spaceman to die, but Spacemen still win the round. (Requires at least 4 other players in the round)
- Good Guess: As a Spaceman, kill a shapeshifted Monster with a single Frag Grenade, from full health.

Items:
- All weapons now have a crosshair unique to that weapon.
- Crosshair now animates when switching weapons, because dat triple-A polish.
- Crosshair now animates when picking up any new items or gear.
- Put in a fix for resolving whether or not someone has already taken an item, and various fixes for bugs encountered when two people try to take an item at the same time.
- The Shotgun and Flamethrower have been switched in unlocking order.
- Emergency Level 2: The Flamethrower now begins to unlock after 3 minutes.
- Emergency Level 3: The Shotgun now begins to unlock after 5 minutes.
- Emergency Level 4: An Assault Rifle now begins to unlock from a Weapon Canister after 9 minutes.
- Weapon unlock notification now clearly states "[WEAPON] UNLOCKS IN 1 MINUTE"
- Fixed: The weapon in a Weapon Canister visually 'pops in.' (Note: Item can only be grabbed once open animation is complete. This is by design.)
- The Assault Rifle no longer spawns from regular item spawns.
- Bots can no longer spawn with an Assault Rifle.
- Shotgun damage (per shot) to Spacemen is now 7, down from 9.
- The Shotgun now has a darker metal texture and a slightly more yellow glow color.
- If door is welded, it now repairs at 1/4th the normal rate.
- Fixed a potential efficiency problem with the Flamethrower's projectiles affecting the bot navigation mesh.
- The Flamethrower has a new look and is a tad less bulky.

Customization:
- New Helmet: The Turbine helmet can now be purchased. It's a domed helmet with a high collar and a large, animated jet turbine on the mouth. Try not to sneeze too hard.
- New Helmet: The Odyssey helmet can now be purchased. It's a large cylindrical helmet sporting a classic and somewhat familiar look. It's not full of stars, it's just full of your head.
- New Helmet: The Beholder helmet can now be purchased. This helmet displays the visor across four unique "eyes," for a terrifying look no matter which way you go. Eye puns are too on the nose.
- New Helmet: The Engineer helmet can now be purchased. It's a domed helmet with full rear radiation coverage and twin radio antennae. You ain't afraid of no radiation.
- The Visor Picker menu has been made far more compact, to show more visors at once without having to scroll.
- Many helmets have had their normal maps corrected, resulting in improved lighting.
- Many visors have had their normal maps corrected, resulting in improved lighting.

The Company's Non-Discriminatory Training Course:
- Added The Company logo to a few places in the tutorial.
- Fixed: A blank Spacemen would appear in the Rescue Shuttle near end of the tutorial.
- Fixed: Health Station would wait for 10 seconds before continuing the tutorial. Now it continues the moment you are done healing.
- Fixed: After obtaining the Keycard in the tutorial, it has a 30 second cooldown.
- Fixed: Cameras are accessible in the tutorial.
- Fixed: Resetting at a checkpoint after death can make you fall through the ground.
- Fixed: Bots at the end have keycards you can steal.
- When the firearm is removed, the word "forcibly" has been added to the HUD warning.
- Doors are no longer destructible in the tutorial.
- Doors are sometimes not "perma-locked" when they should be, allowing the player to break the tutorial by progressing quicker than intended. A permanent "hard-fix" has been put in for this and it should no longer be an issue in future patches.
- The Rescue Shuttle can no longer crush Spacemen in the tutorial.
- Time has been removed from the top of the HUD.
- Current Task has been moved to the top of the screen, to better make the connection to new players that the top of your screen is where your primary task is located during normal gameplay.


Maps:
- Spaceburbia has received a basic graphical update to reduce the amount of textureless walls and other grayboxy features. This map is still heavily considered a work in progress.
- Spaceburbia: New lobby map image
- Space Bar has received a basic graphical update to reduce the amount of textureless walls and other grayboxy features. This map is still heavily considered a work in progress.
- Space Bar: The Kitchen now has furnishings, to a degree.
- Space Bar: The Freezer (formerly called The Fridge) now has shelves.
- Space Bar: The projector areas now have projector machine thingies.
- Space Bar: New lobby map image


Definitely working on proximity VOIP next, as it's one of the last big things affecting game balance. Expect something with that in 0.2.12!
<3 Zag


Executive Power – 0.2.10

Greetings Astronauts!

v0.2.10 "Executive Power"

Summary: In the 7th update of 2017, Zag brings a massive rebalancing to the power weapons, along with lots of "quality o' life" fixins. Read on, and check out the vlog below, for more!



community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord chat to take part in the fun! Also, about 90% of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:

New Power Weapon System
- When in an "Approved Emergency," The Company will sometimes unlock additional arsenal for disposing of unwanted infestations.
- Power Items / Weapons (Flamethrower, Shotgun) now spawn from special canisters located around the map.
- Flamethrower and Shotgun have been removed from normal item spawn points.
- After set intervals, a randomly selected Power Weapon Canister will begin unlocking.
- Once a canister is chosen, it will take 1 minute for the canister to unlock, allowing anyone to retrieve the weapon located inside.
- The Shotgun will begin this process after 3 minutes have passed. (Opens at 4.)
- The Flamethrower will begin this process after 6 minutes have passed. (Opens at 7.)
- These show up on the HUD (a bright orange "NEW WEAPON" waypoint) and on the overhead map, as long as the weapon inside has not been taken yet.
- Once the weapon is taken, the canister turns red and is no longer active.
- There is a new Match Setting the host can enable, which will turn off Flamethrower and Shotgun entirely. "No Power Weapons"

Note: This change is made to take the randomness and luck out of power weapons. In previous versions, if the Monster spawned near a Flamethrower or Shotgun, they had an immediate upper hand, based entirely on the luck of their spawn. Alternatively, a Spaceman getting a power weapon early on could also turn the tide against the Monster and prevent them from ever getting a competitive edge against the heavily armed Spacemen. I will keep an eye on this system and may also unlock weapons earlier if the Spacemen manage to complete certain objectives. For now, it's purely time-gated. I expect many heated debates (and maybe a few gunfights) to emerge over who gets the weapon when it unlocks, but that's certainly far better than leaving it up to a dice roll. - Zag

General Improvements:
- Blast Shield Perk now nullifies ALL explosion damage for up to 1.25 seconds after Blast Shield is triggered the first time. This will prevent simultaneous (or near-simultaneous explosions) from killing someone who has the Blast Shield Perk. A common case of this would be a grenade blowing up next a door - the death-by-grenade would be blocked by Blast Shield, but the door explosion would immediately kill the Spacemen despite their Blast Shield. Now, when Blast Shield is triggered, the Spacemen will still drop in health on the initial explosion, but any subsequent explosions will be totally ignored for up to 1.25 seconds.
- Simplified lighting on doors for both aesthetic reasons (darker) and performance reasons (2 less lights per door, per level.)
- Doors now indicate if they're Broken ("REPAIR" with Welder icon) or Welded ("WELDED" with Skull icon) by yellow text on their status panel.
- Fixed the map bug, probably.
- Monster Shapeshift now decays at a rate of 0.6 every 1 second, down from 0.75 every 1 second. This means the Monster can stay shapeshifted for a bit longer.
- LORE: The Company logo now shows up in about two dozen places, ranging from health stations to keypads to EMEs, and even the occasional crate or barrel. Also on your spacesuits, in case you forgot who is providing your precious oxygen.
- Monster can no longer lay eggs while airborne.
- The Monster's killer is now indicated on the post-game scoreobard.
- Improved lighting on Security Guards
- Improved lighting on the Pilot Helmet
- End-game Scoreboard has more neat and consistent columns/titles.
- When emoting, the Emote Icon should now (once again) shows up in the bottom left, by your character's 3D portrait. (Crouch icon has been moved slightly to accommodate this.)
- Tidied up the Emote Wheel a bit.
- Fixed: Chocolate Space Milk cooldown displaying strange numbers or counting the wrong direction.
- Fixed: Text next to Perks on right side of HUD was mis-aligned with the Perk icons.
- Long Overdue Fix: Interaction can no longer occur through walls or other objects. As this is a large system that affects many things, please report any issues with interaction. (Actually, report all bugs you might find! Preferably at http://discord.gg/sandswept in the #bug_reports channel.
- The Monster is now also directly notified when there is only one Spacemen left.
- Fixed: Last Man Standing could trigger multiple times.
- Fixed: In some cases, Last Spaceman Standing can revert back to their original movement speed instead of maintaining the bonus movement speed.
- The Monster can no longer interact with or grab objects during Transformation to Monster Form.
- Fixed: If a Monsters runs out of Shapeshift Energy while transforming, they will transform twice.
- Graphical quality/resolution of the flashlight glare has been improved some.
- Further tidying up of the Abridged Spacemen's Guide to Space. (How To Play Guide, still a work in progress though!)
- Ghost Whispers are now about 25% louder on average.
- Lowered cooldown on Ghost Light Flicker ability to 15 seconds, from 20.

Objectives:
- Research Sample waypoints on HUD are now about 25% smaller.
- Landing Pad waypoints now only show up on HUD when holding TAB to view objective details, with the exception of the Landing Pad that the Shuttle is landing at, in which case the "RESCUE" waypoint will always be visible.
- Landing Pad waypoints should now show up on HUD properly in cases where they might have been missing.
- Landing Pad Debris now shows a small debris indicator when nearby (approx. 5 meters) to help Spacemen spot debris a bit more easily.
- Landing Pads now match the color of their status on the Overhead Map. Reddish-orange for not clear, Green when cleared of debris.
- Fixed: Research Samples and Supply Crates are no longer placed in the floor if dropped while crouching.
- Research Samples and Supply Crates now drop much closer to the person dropping them and should typically no longer be placeable (fully) inside walls or other objects.
- The Rescue Shuttle interior has changed around some, both in terms of visuals and layout.
- Generators have received a make-over and now evoke a bit more of that... "unstable mini-blackhole powering the space station" look.
- Transmitters have a brand new look, particularly with their control panel setup, making it much easier to see the status of a transmitter all in one place, and from a distance.
- Power Outage Levers now show up on the overhead map for everyone (except during a power outage.)


Items:
- The Scanner gear item now has a new look.
- The Vision Enhancer gear item now has a new look.
- The Health Syringe has had some texture improvements and is now also shinier.
- The Oxygen Tank has had some texture improvements and is now also shinier.
- Frag Grenades per map has been reduced to 3, from 4.
- The Assault Rifle, which has been in a weird place for awhile balance-wise, has undergone some drastic changes this patch. Along with its ability to zoom and its full-automatic fire rate, it now has identical stats to the Handgun with a few exceptions (slightly higher recoil and spread.) While it now has lower damage, this is a major buff to the Assault Rifle's accuracy and will make it a lot more useful than it has been in the past.
- The Flamethrower should no longer also barbecue your framerate when firing.

Customization:
- New Free Visor: Laserchrome (Filthy Casual) visor, unlocked and available for everyone right away. This is a little shout-out to our friend Mike at http://www.filthycasual.com, and my way of congratulating him on his recent wedding! Way to go, buddy!
- New Free Animated Visor Set: Odyssey, a small nod to a great film. The visors come in various colors and are unlocked as you progress. (Red, 17. Blue, 19. Green, 21. Orange, 23. Purple, 25. Yellow, 26. White, 27.)
- New Free Visor: Orange Peel, unlocked at rank 26.
- New Free Animated Visor: Static. Unlocked at Level 29.
- The "Charlie" visor is now properly affected by lighting and should not longer have a strange shadow on it in cases where it did.
- New Spaceman Color: Salty (a whiteish color)
- New Spaceman Color: Porcelain (a whiteish yellowish)

Maps:
- All Maps: Due to the inclusion of numerous Power Weapon Canisters on every map, many rooms have had minor tweaks to their layout and furnishing arrangements. As an additional bonus, the canisters are now present in many previously empty, unexciting, or unused areas of the maps, as well as many of the places you might expect them. Most maps now contain anywhere from 8 to 16 canisters, most of which will lie dormant for the duration of the match. Try not to trip on them.
- Outpost 13: Ambient musical track is now properly in the "Music" category and is affected by the Music Volume slider in game settings.
- Outpost 13: "Barrel Stairs" outside Freezer are a bit easier to climb
- Outpost 13: Various shadowing, graphics, furniture, and texture improvements throughout the map.
- Outpost 13: The Map room now has furnishings.
- Outpost 13: The Radio Room now has furnishings.
- Outpost 13: Fixed 2 spawns that were inside furniture. Noteworthy fix was the already-notorious "shelf-spawn" in the Freezer.
- Outpost 13: Red's Shack now has proper furnishings.
- Outpost 13: Support Building now has proper furnishings.
- Echo: Improved the visual look of Echo's doors, and added some trim lights for better spotting of doorways in the dark.
- Echo: The Generator in Maintenance has been moved back quite a bit.
- Echo: The Generator in Blue Mess has been moved closer to the exposed edge. Much closer.
- Abduction: Upon entering the UFO's Tractor Beam, Ghosts will now teleport to the top of the beam.
- Abduction: Various shadowing and other artistic improvements have been made, particularly on the Farmhouse interior.
- Abduction: Fixed issue with UFO doors acting strangely after being repaired.
- Abduction: Wood panels in main hall of the Farmhouse now have proper collision.
- Kema: Exterior lighting has been drastically darkened.

Probably working on proximity VOIP next, as it's one of the last big things affecting game balance. Expect something with that in 0.2.11!
<3 Zag


Outpost 13 – 0.2.9

Greetings Astronauts!

v0.2.9 "Outpost 13"

Summary: In the 6th update of 2017, Zag's dropped you a MiniVlog quickly detailing the new release! Outpost 13, a new map, and a brand new way to be dead. I hope you aren't afraid of ghosts.



community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord chat to take part in the fun! Also, about 90% of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:

Brand New Ghost Mode!
Note: After-death spectating has been lacking for quite some time. Spacemen Heaven was a neat idea, but it removed the dead players from enjoying the remainder of the match in any significant way. I feel very strongly that a free-flying spectator camera would negatively affect the mood and atmosphere of the game, so I have devised a solution that I feel is both unique and far more satisfying, interesting, and engaging than sitting around looking at cameras and clouds. - Zag

- Heaven is no longer where you go when you die. Instead of spawning in Spaceman Heaven as "Spaceman Angels," dead spacemen now spawn in the map as an invisible Spaceman Ghost. Ghosts can haunt the living by flickering lights and whispering sweet, terrifying nothings into their ears. Ghosts also have a flashlight that only they can see, to help illuminate dark places. This "Ghost" system will be expanded on in the future. All other "after-death" rules and controls still apply, including viewing cameras or text/VOIP chat.
- All maps have been updated to support Ghosts. Please report any errant collision or other problems of that nature, as some things may have changed to support the new ghost-specific collision.
- If a Ghost falls off an edge of a map (where a Spacemen would normally die) they should reset to a spawn point. If this does not happen, please report where it happened.

NEW MAP!: Outpost 13. A frigid outpost on a desolate moon... Something lurks the snow, and has found someplace warm to call home.
Note: This map is basically what I've always wanted Kema to be. It plays in a similar room-to-room manner, but I expect it to quickly become a crowd-favorite. It is loosely based on a the same look, feel, and layout of a little snowy outpost you all know and love from John Carpenter's "The Thing." However, the actual layout and feel have been built from the ground up for Spacemen gameplay and theme. Consider it an homage to one of the greatest movies of all time! - Zag

More Compact HUD!
Note: In order to make HUD take up far less screen real-estate, and to better communicate objectives and information, many changes have been made to size, scale, icons, and text on the HUD. Most things will remain familiar, but smaller, or simply cleaner and more easy to understand at first glance. Below are those changes. - Zag

- Time and "Objective Summary" have been moved to the top-center of the screen. Objectives panel has been moved up some in the top-left to fill the vacant area of the HUD.
- Round time font size has been greatly increased.
- "Objective Summary" is now much better, and is far informative. For example, when the Rescue Shuttle lands, it will read something like "Board the Rescue Shuttle. Shuttle Departs at 00:30..." if you're a Spaceman. The Monster will get entirely different messages now, such as "Prevent Spacemen from boarding the Rescue Shuttle. Shuttle Departs at 00:30..."
- Hit Direction Indicator is now about 25% smaller.
- Perk icons and text on the right-hand side of the HUD are now about 50% smaller. By holding TAB you can still view the names of your perks.
- Time and Rescue text in the upper left corner of the HUD is now about 20% smaller.
- Generator / Power Outage Status at the bottom of the HUD is now centered and roughly 50% smaller.
- HUD Bottom Left: "Player Stats" are about 40% smaller than they were before.
- HUD Bottom Right: Some parts of the bottom right "Item Area" have been made smaller.
- Most text has been reduced in size, including "Press E to Interact" text.
- Flashlight, Keycard, and Crouching Indicator icons have had their artwork drastically improved.
- Many item icons have had their contrast increased for better identification of what you're holding in your item slots.
- Fixed: If a Monster has a keycard, their Monster Level shows up on top of the keycard icon. (Now the icons appear next to one another.)
- Fixed: Hit Direction Indicator shows up in the center of the screen for 1 frame.
- Time warnings (2 minutes remaining, 5 minutes remaining, etc.) now show up on the lower portion of the HUD, and will typically no longer cross over other text. - Damage Indicator Direction on HUD is now much smarter and always faces the location the damage originated from. This should make damage direction much more clear to the player.
- "Board the Shuttle" message on HUD has been changed to say "Shuttle Now Accessible"
- If power is out and Transmitters are not finished, the Transmitter Objective status on HUD is now red, and says "RESTORE POWER" (Spacemen) or "PREVENT POWER RESTORATION" (Monster). This is intended to help new players understand that power must be ON for the Transmitters to function.

General Improvements:
- All of our "Unfortunate Space Crew" pre-alpha (very early) testers have received a unique "Retro" visor. If you were one of the people who helped test the game before the Steam release and do not have your unique "Retro" visor, please contact Zag on Discord or elsewhere regarding this matter.
- "Dilated" visor has had some art changes to be more in line with other eyeball visors.
- Stun Baton duration has been reduced to 2.5 seconds, from 3.
- Stun Baton charges reduced to 4, from 6.
- Stun Baton charges now show in the bottom right corner of the HUD, by the item slots.
- Translucency has been improved and should no longer cause portions of the HUD to disappear when glass or similar surfaces are visible.
- Vision Enhancer Gear Item "wallhack/thermal" vision has been greatly improved in terms of visibility of lifeforms, and you can now see much further when using that vision mode.
- Fixed: Flashlight beam was always on when spawning and would only turn off once the flashlight was turned on and then off again.
- Potential fix for issue where Spacemen would not be able to leave the camera system with the 4 key. If this issue occurs, please report it. In the meantime, a workaround is to press the SPACE key (jump) instead.
- Monster's Shapeshift energy now starts at maximum if the monster has the Patience Perk.
- Last Man Standing now has a new sound effect.

Objectives:
- Improved artwork on Research Sample
- Fixed: Power could not be turned off by swiping the lever with Monster Claws.


Maps:
- Abduction: Shelf room on the first floor of the farmhouse has had some artistic changes, and no longer has shelves with missing sides.
- Architects: Fixed an issue where being launched out of an EME would cause the Spaceman to collide with an invisible ceiling in some areas of the map. - Architects: Reduced fog/dust by 25% resulting in an increase in longer-distance visibility. - Architects: Ambient lighting reduced by about 50%. - Bar: Billiard tables now have proper balls and pool cues. - Gardens: Ambient lighting reduced by about 50%. - Hypertrain: Overall "ambient" lighting is now 150% darker. - Hypertrain: Fixed missing glass on rear exterior side of Orange Car. - Hypertrain: Tons of colored accent lighting has been added to each car and landing pad area, making it much easier to understand your location on the map. - Hypertrain: Some walls that were solid are now glass, creating longer sight-lines in some areas, particularly in the Green "Bunk Car." - Hypertrain: The horn can now be heard across the entire length of the train. - Hypertrain: Along with various visual updates, the thrusters on the train now emit some noise. - Hypertrain: There is now a very mild vibration/shake at all times on Hypertrain, to make it feel more like you're on a train.

Menus:
- Fixed: Sometimes customization panels (Visor picker etc.) could get stuck on screen when Host started the game in lobby. [Thanks x_wolfpawn for finding that one!]

Okay, so I guess Hylophobia didn't come out like I said it would. Instead it was a different, totally awesome map. Maybe Hylophobia is next. We'll see what I get up to for 0.2.10!
<3 Zag