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


Buff Welder – 0.2.8

Hello Astronauts!

v0.2.8 "Buff Welder"

Summary: In the 5th update of 2017, Zag's dropped you a MegaVlog featuring the last 4 updates, plus this update! Welder can now weld doors shut and communication of objective status has been greatly improved. And 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 and Improved Welder!
- When holding a Welder, you can now right-click on a door in order to weld the door shut. This is intended to allow Monsters to create stronger traps, and also allow Spacemen to seal off areas of the map or inconvenience a pursuing Monster. The Welder will overheat and can not be used (for welding OR repairing) during cooldown. Welding is currently instantaneous and accompanied by a distinct noise. Welded Doors must be destroyed in order to re-open them.

Note: The welder was terrible. Just terrible. Now it's pretty cool. - Zag

General Improvements:
- Door Hit Points have been reduced from 600 to 500, making them a bit easier to destroy.
- (Rough) Shoving animation now shows in first person [known issue: host may not always see shoving in first person]
- (Rough) Punching animation now shows to other players
- (Rough) Monster claw attack animation now shows to other players
- Monster Transforming animation no longer slides around (Legs now animate walking/moving while transforming)
- Netcode for Colorblindness Jar has been re-written, resulting in less network traffic and higher reliability of events/status.
- Colorblindness indicator now shows [ IMMUNE ] if you have the Antibodies Perk or if you're the Monster.
- Colorblind Virus jar now has obvious "cracked glass" when broken
- Fixed an issue where Health Station screen textures would be blurry for a moment when using a health station.
- To other Spacemen, Flashlights now properly follows where the user is looking.

Objectives:
- Objective statuses and completion now show up at all times on the left-hand side of the HUD. You can still hold TAB to expand into more specific detail or descriptions of each task.
- Landing Pads have a new look; more grime and details and some lighting along the edges.
- Landing Pads now have orange-red lights when they are not cleared of debris. When all the debris is cleared from a Landing Pad, the lights become a greenish-yellow color.
- Landing Pads are also silver/gray metal again, instead of gold.
- Landing Pads are now properly numbered in the HUD and interface, indicated by L1, L2, and L3.
- Landing Pad location and number now show up on the HUD at all times during gameplay.
- Landing Pad location and number now show up on the overhead map at all times.
- Landing Pads now have their corresponding number painted in the center.
Note: Landing Pad numbering changes every round, so "Landing Pad 1" might be a different place than last round. - Zag
- Rescue Shuttle Landing Location is now marked on HUD and overhead map (and has a brand new new icon)
- Emergency Mass Ejector icons have been flipped upside down, so the arrows go upwards, because this probably makes more sense for something that launches things into space.
- When using a Scanner, Research Samples that are sealing or sealed now have a box around them to indicate this. Unsealed Samples have no box and are a slightly lighter shade of green.
- Objectives Panel is now hidden if there is a camera speaker (e.g. Shuttle Pilot) on the HUD.

KNOWN ISSUE: There is a 50% chance the shuttle will not think you're inside it when it takes off. This will result in death. Still investigating the cause of this check failure. - Zag

Maps:
- Kema has had numerous pathways opened up with doors, new walkways, and broken railings (where railings were previously unbroken.) Hopefully this will allow better map-flow and result in far less dead ends.
- Kema has had some graphical updates on various walls, and the fog color has been tweaked some. Lighting levels and fog are still considered a work in progress.
- Gardens: Fixed doors appearing at weird angles after being repaired.
- Spaceburbia: Fixed gates appearing at weird angles after being repaired.

Menus:
- Warmup (loadout selection) screen now has a brand new look.
- Intro message (stating which 'team' you're on) now has an icon and a different overall look when the game begins.
- Upon spawning, your color now drifts to lower right as it fades out.
- The game credits screen has been cleaned up a bit and made more compact.
- The Game Over screen is now a bit more compact and cleaner.
- Monster Color is now declared immediately when the game ends, accompanied by a bloody cool animation.

Boom. Updated. Enjoy, astronauts! Next patch will include the long-awaited forest biodome, Hylophobia. <3, Zag

The Health Station

In The Company's efforts to enforce Health and Safety Standards required by Galactic Law and to fund various managerial training excursions on the exotic moons of Paradise IV, Health Stations now emit friendly recordings to keep you energized and remind you that your health is our top priority. And you should use them. Often.

Filthy Parasites! – Update 0.2.4

Hello Astronauts!

v0.2.4 "Filthy Parasites"

Summary: New patch. No vlog this time, but lots of great fixes, new parasite animations, weapon responsiveness, and more! I (Zag) am now hosting weekly community matches at 11 AM PST, every Saturday on our Discord! Don't miss out! Read on for dev vlog and patch notes!

Change Notes:

General / Spacemen Gameplay:
- In an effort to make things more responsive on clients, even (especially) when laggy, many tweaks have been made to make gunplay and other interactions feel much smoother and more responsive.
- You can no longer interrupt your button push animation with another button push if you are already pushing a button.
- Weapon switching is now instant on the client side, meaning even if you're lagging, you can still switch to your other weapon right away with no lag or delay.
- Firing effects (sounds, recoil) have all been moved to the client, meaning firing a weapon feels more instantaneous even if the resulting bullet takes a moment to hit its target due to high latency.
- The prompt and interaction for stealing a keycard instantly goes away now once the card has been taken. You can no longer spam keycard stealing on a single target. (This didn't affect gameplay or provide additional keycards, it was just visually amusing. FUN SILLY BUG REMOVED.)
- Spacemen are no longer automatically removed from cameras when their oxygen is depleting. They will now only be removed from cameras when they take actual damage to their health.
- Overhead Map no longer gets 'scrambled' with objective icons from the previous round(s).
- Overhead Map no longer stays open if you are killed while viewing it.
- The damage noise (when YOU get hit) volume has been lowered a bit, and now has a little more variety.

Objectives:
- The EME HUD waypoint can now be seen clearly on foggy or dusty maps.
- Fixed a bug where some Emergency Mass Ejector objects would get stuck in the upper tube when preparing to launch.
- Fixed a bug where some Emergency Mass Ejector objects would still be grabbable after they were supposed to have already launched, allowing them (while invisible) to be moved, carried, and even scored repeatedly.

Monster Gameplay:
- Monster Taunt Sound when selected as Monster in Warmup Screen is now a bit quieter
- Monster Color Picker no longer stays open if you are killed while viewing it.
- The Egg Parasite now has entirely new artwork and can be seen crawling out of the egg [GIF] when it's activated.
- Egg Parasite now hatches from the egg and faces (follows) its nearest potential target if one is available.
- Egg Parasite now has a leap animation.
- Fixed bug where in some cases other players could not see a Parasite attached to someone's face.
- Cleaned up some of the Parasite attack logic to be more consistent.
- The Parasite now has a new and louder sound when it emerges from its egg
- The Parasite now has a new and louder sound when it leaps at its target
- Changed parasite-on-visor art to match the new artwork
- Monster Decoy now correctly respects Big Head Mode.
- Fixed bug where Monster could not eat Spacemen corpses when it should have been able to.
- Improved the visuals on Thermal Footprints and not because Rainbow Six Siege totally stole my idea

Angels / Heaven:
- Spectator cameras no longer have the "TV" effect over them and therefore now show the true-color and look of the scene.
- Death cameras no longer rotate or spin on their own and can be manipulated in some cases with the mouse.
- Added slight vignette to the spectator cameras.

Colors:
- The color "Skin" has been changed to "Flesh" because Rygizons from the Xsh'bantu Nebula were offended that their iridescent blue skin color was left out of The Company's alien-awareness initiatives.

Maps:
- Tidal Lock: Moved a few player spawns that were intersecting furniture.
- Architects: Fixed a totally hidden and secret easter egg no one knew about or whatever
- Gardens: Removed a player spawn that was outside
- Spaceburbia now has some distance fog and improved lighting.

Lobby and Menus:
- Lobby: The Host can now choose to play on a Random Map, instead of picking one specifically.
- Lobby: Customization Spacemen no longer rotates (locally or on network) and the buttons for rotation have been hidden
- Cleaned up UI on the Server Browser a bit
- Fixed issue where Perk Button icons (when being selected) were covering the selection and lock-in indicators.
- The menu "Stat Card" in the top right now has a dark gray background, instead of blue.
- New Host Match Setting: Unlimited Time. [GIF] If this option is checked, the round will only end if objectives are completed or if one "team" is eliminated.
- New Host Match Setting: No Rescue Shuttle. If this option is checked, the Spacemen can still do objectives (for Employee Points) but will never be rescued by a Shuttle and must kill the Monster in order to win.
- Fixed bug where Show Killer HP wasn't properly being set.

Items and Perks:
- Most guns (including Welder) now have a muzzle flash/effect in first person.
- Cleaned up the art for third person muzzle flash on weapons.
- The Shotgun now has 3rd person animations [GIF], including pump action after shots as well as when it overheats.
- Multiple weapons now have a unique equip sound when switching to them.
- The Scanner now shows the Monster on the overhead map if they are in Monster Form (and don't have Chitin, which still hides Monster from the overhead map)
- Stun Baton max charges reduced to 8, from 10
- Shotgun now has a steam/cooloff particle effect when it animates during the overheat sequence.
- Fixed Assault Rifle's muzzle flash in wrong location
- Handgun fire sound is a tiny bit quieter

Other Changes / Fixes:
- Mouse sensitivity can now go all the way down to 0.001

Enjoy!

Patch 0.2.1 “Worth the Weight” (on sale!)

Hello Astronauts!

v0.2.1 "Worth the Weight"

Summary: This patch is (worth the weight.) Tons of bug fixes, new body types for your Spacemen customization needs, cameras now zoom, and a whole bunch more! Full patch notes can be found below our community video, which I am going to continue shoving into your faces until you like and subscribe to our Youtube channel and then mindlessly join our Discord chat like a good zombie. Also, about 90% of this patch consists of changes and fixes from direct community feedback via the Discord server. True fun fact story.



INTERRUPTING SALES PITCH: Unfortunate Spacemen is 50% off until November 29th! Grab it on Steam or grab it for your friends! Think about all the airlocks you can suck them out of. All the eggs you can lay on their faces. Think about it.

Change Notes:

- You can now select a body type from a dropdown in the customization menu. This body type is purely cosmetic, and is mimicked by the monster when shapeshifting.
- Security Cameras can now be zoomed. Left and right mouse buttons (Right and left gamepad triggers) now zoom the camera in one zoom magnification level. Do this multiple times to zoom in or out further. This works for both Spacemen and Angels. Cameras are now only switched by pressing A and D, or gamepad equivalent.
- Assault Rifle now fires perfectly accurate IF zoomed and if you haven't fired for 0.5 seconds.
- VOIP should now work in the lobby without having to focus the text chat box, on the warmup screen, and in the scoreboard/post-game screens.
- Fixed graphical issue with map title gradient in the map selection screen.
- Changed font in map selection screen.
- Cleaned up the deader parts of Heaven a bit more.
- J key no longer works while colorblind, unless you have the antibodies virus, or are the monster.
- Mouse Sensitivity can now be set in the Settings menu.
- Fixed missing shag carpet textures in Spaceburbia.
- Fixed hit reaction bug causing character mesh to ragdoll and totally flip out ("The Invisible Spaceman Bug")
- Fixed: Heaven missing from Snowswept
- Fixed: Fog covering the HUD flare indicator
- Fixed: Viewing windows in the Command Bunker now have oxygen

Enjoy!

Dev Vlog 4 & v0.1.8 “Mystery Space Theatre”

Hello Astronauts!
New patch is LIVE! You'll know you're on the new patch by the watermark at the top middle of your screen.

v0.1.8 "Mystery Space Theatre"

Summary: A new dev vlog! A new map! A new story tutorial thing! And a bunch more!



Change Notes:

- Tutorial / Story segment! Whether you're new to the game or a veteran, the tutorial is full of story, learning, and teaches the importance of magical friendship between coworkers probably.
- The Welcome Screen for new players now recommends the Tutorial, instead of the How To Play guide.
- NEW MAP: Space Bar! Run, hide, and survive throughout the halls, theatre rooms, and alleys as the horror comes right off the screen at this little cinema pub -- in SPAAAAAACE!
- Fixed issue with Tom Videogre's voice pack not being properly selected in game.
- Removed refraction effects on the first person visor, which was causing numerous 'offset' graphical issues on certain visors and all transparent surfaces.
- Various minor improvements to the lobby UI look and feel
- Various texture improvements and reduced unncessary detail on a few textures for a generally softer look (particularly noticeable on wall textures used in Tutorial and Kema)
- Fix to Monster Footsteps and Monster Taunt. They were not localizing the sound properly making it very difficult to tell which direction it was coming from.
- The Overhead map now shows text "YOU" next to... well, you.
- Door status panels now much better illustrate what status the door is in, showing red when locked, and white when open, along with text and imagery indicating this.
- Transmitter's front interaction box is a bit larger now so Spacemen don't have to be quite as precise to press it.
- Players can now look around while suit is locked during prep etc.
- The pilot of Rescue Shuttle 31 has reduced the background noise in his cockpit.
- Spacemen no longer leave their piles of "snow" all over the Landing Pads. They now leave pallets strewn about.
- Fixed link on Main Menu that went to a broken URL
- Main Menu ticker scroll now suggests people join our Discord server!
- Oxygen Tank oxygen gain reduced to 30, from 50.
- Oxygen Tank shapeshift gain for Monster reduced to 30, from 40.
- New Spaceman Color: Skin
- Angel jump velocity increased to 1500, from 1000.
- Angels can now move cameras around while viewing through them. (other players in game do not see this)
- Camera look now respects the user's invert-mouse Y-axis setting and will act accordingly.
- The invisible ceiling on Spaceburbia should no longer block Spacemen ejected from the EME.
- Player scoreboard at end of the game is now sorted by who has the highest Employee Points score.
- Blood trails! Spacemen (and monsters) now leave a blood droplet about once a second, for 5 seconds after taking damage.
- Potential fix for a bug where the host would be forced into someone else's camera after the airlock was done wiggling them


Enjoy!

Dev Vlog 3 & v0.1.7 “Greater Heights” is LIVE!

Hello Astronauts!
New patch is LIVE! You'll know you're on the new patch by the watermark at the top middle of your screen.

v0.1.7 "Greater Heights"



Summary: A new dev vlog! Height customization, new items, new balance tweaks, lots of UI fixes, and a whole bunch more!

Change Notes:

Spacemen Gameplay:
- Spacemen are now awarded Employee Points for launching Research Samples into space from an EME
- Spacemen are now awarded Employee Points for launching a Supply Crate into space from an EME
- Credit is now properly given to the Spaceman who was last to leave/drop an objective in the EME's contact zone
- 50 Employee Points are now rewarded for turning a Generator back on during a power outage
- 1000 Employee Points are now rewarded to any Spaceman who survives the Shuttle escape.

Monster Gameplay:
- Remote Arm should work again (UE4 bug reset some "Can Have Arm" type variables on objects, hopefully it won't do it again)
- Made Footprints Great Again
- Thermal Footprints now respect Left vs. Right foot
- Thermal Footprints now fade over time, instead of just disappearing instantly
- Fixed issue where Thermal Footprint decal was super thin
- Burrow decal now fades over time once the Monster unburrows
- Monster's first-person arms are no longer visible to the Monster when burrowed
- Monster with Chitin perk no longer shows up on the Scanner map while in Monster Form
- Monster with Chitin perk no longer shows up on Thermal Vision while in Monster Form
- If a Monster does not have a keycard, they will now steal a keycard from a Spaceman when using Burrow Trap. (If the target also has a keycard)
- Monster Opt In Button now has a completely new and sleeker look, with reduced text clutter as well
- The Monster will now be poisoned for 3 minutes if they eat a Spaceman corpse who had the Antibodies perk. When poisoned, Monster Health Regeneration is completely halted.

Items / Gear:
- NEW GEAR ITEM: Vision Enhancer. By pressing 3, cycle through Night Vision and Thermal Vision.
- Night Vision provides much better light in the dark, and without any of the downsides of a visible flashlight.
- Thermal Vision provides a glimpse through walls and reveals burrowed Monsters, but hinders your ability to see what's going on around you in detail.
- Flamethrower residual flames now rapidly deal damage to anyone in contact with them (they last about 5 seconds)
- Flamethrower damage per flame hit reduced to 7, was 8
- The Noise Grenade and Flare projectiles now fizzle out and leave behind charred remnants when they end.
- The Flare fired from the Flare Gun now deals 40 fire damage to the first Spaceman it contacts, if it hasn't hit anything prior to that.
- Flare Gun now has a proper first and third person mesh
- Stun Baton now has a proper first and third person mesh
- Bots are now stunned by Stun Baton

Assault Rifle:
- Assault Rifle has received large balance, feature, and visual changes.
- Assault Rifle damage to Spacemen is now 6, down from 9. Damage to Monster is unchanged.
- Assault Rifle time between shots increased to 0.1 up from 0.075.
- Assault Rifle and Handgun now have bullet spread. The longer you fire in sustained bursts, the less accurate the weapon will become. This makes the AR more accurate in short bursts, but much less accurate than ever before if you simply hold down fire.
- Assault Rifle can now zoom in, complete with zoom animations and sound effects!
- Assault Rifle is now semi-automatic when zoomed.
- Assault Rifle is now using the older model with the scope. Looks and feels better with the new zoom functionality.
- When zoomed with an Assault Rifle, names of Spacemen can be read from much further away.
- If shot, you will be knocked out of zoom.

Customization:
- You can customize your Spaceman's height from the customization menu. (Does NOT affect Monster Form height) Height will mildly affect your camera position and hitboxes. This has mild effects on balance and is entirely by design. Enjoy being tall, short, or anywhere in between!
- The Monster will correctly mimic the height of a Spaceman when disguised as them, including camera height.
- Bots now get a random height at the start of a match, for further variety.
- New (FREE) Voice Pack: Trooper. The only thing this space trooper hates more than an alien is two aliens. (voiced by Oz Hansen)
- New (FREE) Voice Pack: Tom Videogre. Our first community-created voice pack! An Australian in space? At least, this isn't his first time with creatures trying to kill him! (voiced by Tom Videogre)

Menus / UI:
- The text that previously said "YOU ARE DEAD" now changes to display a different message depending on cause of death. (For example: A death by flamethrower spaceman now says "SCORCHED")
- The icon that previously always showed a Handgun now changes to display a different icon depending on cause of death. (For example: an explosion-induced death now shows a frag grenade)
- Fixed length cut-off issue with some text on the You Died screen
- Changed the coloration and font of various parts of the You Are Dead UI to be more readable and more appealing to your eyeballs.
- Improved appearance of the "You are a Spaceman" "You are the Monster" intro text when round starts.
- Reduced the opacity and changed color of the map pulse effect when the Scanner refreshes the map
- Research Samples that have been launched no longer show up on the map when Scanner is active
- Fixed bug where overhead map icons would be incorrectly rotated on certain maps.
- Fixed bug with the Objectives panel displaying "{total}" instead of the actual number.
- On the Objectives panel, Spacemen now see a green checkmark next to completed tasks.
- On the Objectives panel, Monsters now see a red exclamation point next to tasks that Spacemen have completed.
- Fixed some GUI placement on the main menu and server browser
- Customization menus no longer have buttons on them if the feature is not in the game. (example: Suit customization button is now removed.) If the features do eventually show up, the buttons will return.
- New desktop splash image for the game when it's initially loaded
- Please Wait popup now has a 60 second timeout, just in case it gets stuck (rare condition)

Known Issues:
- Spacemen no longer animate looking up or down. Something broke with our animation blending setup when we upgraded to UE4 4.12.5 and we'll need to suss out what it was. For now, this is turned off in the interest of getting the patch available.

Enjoy!