v0.2.13 "Trading Blows"
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!
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.
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.
- 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.
- 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.
- 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.)
- 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.
- 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.
- 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.
- 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.