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!

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