Feb 17, 2017
Unfortunate Spacemen - [Sandswept] Zag

Hello Astronauts!

v0.2.6 "Shiny"
Summary: This patch is a bunch of polishing maps, with a focus on performance and bug fixing! We play 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. Real talk.

Change Notes:

- Abduction: Leveled out a terrain dip that could cause player's to get stuck in the tunnel by the EME.
- Abduction: Added better lighting to the broken roof hole to make it more obvious there is a hole in the ceiling.
- Abduction: Moved various objectives and item spawns a bit closer to the house.
- Abduction: Added a few fences and rocks as cover in the more open areas outdoors.
- Abduction: Widened the second story chimney drop to make the drop easier for players.
- Abduction: Moved a few of the more sneaky Research Samples into slightly more obvious locations. (Example: One that was behind the generator is now slightly to the side of the generator.)
- Abduction: Added some additional furniture to some of the rooms on the first floor of the house.
- Echo: Improved some art in various parts of the station.
- Echo: Signage fonts have been improved and adjusted some.
- Echo: Added some covering geometry above the doors in The Tube, along with some lighting improvements particularly near the EME platform by the Engine Room.
- Echo: Massive Level of Detail (LOD) improvements, cutting down about 50% of the rendered polygons at distance. This should yield some good performance gains not only on Echo but also other maps that share similar assets.
- Hypertrain: Fixed a door rotation bug that occured after repairing doors with a welder.
- Hypertrain: Some art improvements, particularly regarding the floors in some areas. Less stretched textures, more detail.
- Hypertrain: The glass in the showers of the green Bunk Car now has a texture, making it easier to see where glass is (and isn't.)
- Fixed issues with the Generator looking super low detail even when close to it
- Fixed potential issue with characters being unable to properly drop off ledges while crouching
- Welder range increased from 150 to 300. To repair doors, you typically still need to be aiming at the door panel or doorframe.
- Research Sample and some other objectives have better LODs as well, cutting down on wasted polygons, meaning your GPU is working a lot less hard in some areas.
- Glass has been changed to be rendered with the scene, yielding much higher performance in maps with lots of windows. Some minor visual side-affects may occur in certain scenarios.
- Glass now has a more obvious texture and is overall less translucent.
- Transmitter text has been simplified and font has been changed slightly. Now Transmitters will read "OFFLINE" "IN PROGRESS" and other shorter phrases than they had previously, for more direct clarity of what's going on with a transmitter.
- Transmitters are now slightly less CPU intensive, and a little smarter in how they signal their status across the network.

Enjoy!
Feb 17, 2017
Unfortunate Spacemen - Zag

Hello Astronauts!

v0.2.6 "Shiny"
Summary: This patch is a bunch of polishing maps, with a focus on performance and bug fixing! We play 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. Real talk.

Change Notes:

- Abduction: Leveled out a terrain dip that could cause player's to get stuck in the tunnel by the EME.
- Abduction: Added better lighting to the broken roof hole to make it more obvious there is a hole in the ceiling.
- Abduction: Moved various objectives and item spawns a bit closer to the house.
- Abduction: Added a few fences and rocks as cover in the more open areas outdoors.
- Abduction: Widened the second story chimney drop to make the drop easier for players.
- Abduction: Moved a few of the more sneaky Research Samples into slightly more obvious locations. (Example: One that was behind the generator is now slightly to the side of the generator.)
- Abduction: Added some additional furniture to some of the rooms on the first floor of the house.
- Echo: Improved some art in various parts of the station.
- Echo: Signage fonts have been improved and adjusted some.
- Echo: Added some covering geometry above the doors in The Tube, along with some lighting improvements particularly near the EME platform by the Engine Room.
- Echo: Massive Level of Detail (LOD) improvements, cutting down about 50% of the rendered polygons at distance. This should yield some good performance gains not only on Echo but also other maps that share similar assets.
- Hypertrain: Fixed a door rotation bug that occured after repairing doors with a welder.
- Hypertrain: Some art improvements, particularly regarding the floors in some areas. Less stretched textures, more detail.
- Hypertrain: The glass in the showers of the green Bunk Car now has a texture, making it easier to see where glass is (and isn't.)
- Fixed issues with the Generator looking super low detail even when close to it
- Fixed potential issue with characters being unable to properly drop off ledges while crouching
- Welder range increased from 150 to 300. To repair doors, you typically still need to be aiming at the door panel or doorframe.
- Research Sample and some other objectives have better LODs as well, cutting down on wasted polygons, meaning your GPU is working a lot less hard in some areas.
- Glass has been changed to be rendered with the scene, yielding much higher performance in maps with lots of windows. Some minor visual side-affects may occur in certain scenarios.
- Glass now has a more obvious texture and is overall less translucent.
- Transmitter text has been simplified and font has been changed slightly. Now Transmitters will read "OFFLINE" "IN PROGRESS" and other shorter phrases than they had previously, for more direct clarity of what's going on with a transmitter.
- Transmitters are now slightly less CPU intensive, and a little smarter in how they signal their status across the network.

Enjoy!
Unfortunate Spacemen - [Sandswept] Zag

Hello Astronauts!

v0.2.5 "Cosmic Abundance"
Summary: This patch is just a bunch of quality-of-life bug fixes, for the most part. We play 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. Real talk.

Change Notes:

General Stuff:
- Fixed incorrect icon on the "Sorry" emote in the Emote Radial Menu
- Post game scoreboard now shows who is talking, indicated by a blue speaker icon next to their name on the scoreboard
- Cameras should no longer go black after the power goes out.
- Stun Baton should no longer loop its "zapping" sound in spots it was used last.
- Reduced Stun Baton charges to 6, from 8.
- Fixed various issues with flamethrower and welder sounds/effects persisting after the weapon has stopped firing, or when pulling the weapon out after firing it as you put it away.
- Repositioned third person muzzle effect on Flamethrower to be closer to the actual muzzle instead of floating in front of the weapon.
- Fixed bug where transforming while holding a sealed sample would make your first person gun show up while in monster form. [Thanks Sirbungee for providing reproduction steps!]
- Fixed bug where Pilot helmet showed Level 22 to unlock, but it actually unlocks at 25. (Now it shows 25 and unlocks at 25.)
- The ramps and bridges on Tidal Lock now glow on the edges for better visibility of viable pathways.
- Tons of objects now have additional "Level of Detail" (LOD) meshes. These LOD meshes allow objects to drop to lower detail when further away, meaning your PC spends way less time and energy rendering polygons that you can't even see. This means Tidal Lock, and most other maps, will perform better on lower end PCs. High end PCs may also experience some performance gain from this.
- Some menus, such as the Main Menu or Lobby, now do a quick fade in animation instead of abruptly appearing onscreen.
- Fixed issue where clients would see an incorrect (or blank) Server Name at the top of the pre-game lobby screen.

Enjoy!
Unfortunate Spacemen - Zag

Hello Astronauts!

v0.2.5 "Cosmic Abundance"
Summary: This patch is just a bunch of quality-of-life bug fixes, for the most part. We play 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. Real talk.

Change Notes:

General Stuff:
- Fixed incorrect icon on the "Sorry" emote in the Emote Radial Menu
- Post game scoreboard now shows who is talking, indicated by a blue speaker icon next to their name on the scoreboard
- Cameras should no longer go black after the power goes out.
- Stun Baton should no longer loop its "zapping" sound in spots it was used last.
- Reduced Stun Baton charges to 6, from 8.
- Fixed various issues with flamethrower and welder sounds/effects persisting after the weapon has stopped firing, or when pulling the weapon out after firing it as you put it away.
- Repositioned third person muzzle effect on Flamethrower to be closer to the actual muzzle instead of floating in front of the weapon.
- Fixed bug where transforming while holding a sealed sample would make your first person gun show up while in monster form. [Thanks Sirbungee for providing reproduction steps!]
- Fixed bug where Pilot helmet showed Level 22 to unlock, but it actually unlocks at 25. (Now it shows 25 and unlocks at 25.)
- The ramps and bridges on Tidal Lock now glow on the edges for better visibility of viable pathways.
- Tons of objects now have additional "Level of Detail" (LOD) meshes. These LOD meshes allow objects to drop to lower detail when further away, meaning your PC spends way less time and energy rendering polygons that you can't even see. This means Tidal Lock, and most other maps, will perform better on lower end PCs. High end PCs may also experience some performance gain from this.
- Some menus, such as the Main Menu or Lobby, now do a quick fade in animation instead of abruptly appearing onscreen.
- Fixed issue where clients would see an incorrect (or blank) Server Name at the top of the pre-game lobby screen.

Enjoy!
Unfortunate Spacemen - [Sandswept] Zag

v0.2.4 "Filthy Parasites"

Hello Astronauts!

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 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. 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, 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!
Unfortunate Spacemen - Zag

v0.2.4 "Filthy Parasites"

Hello Astronauts!

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 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. 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, 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!
Jan 16, 2017
Unfortunate Spacemen - [Sandswept] Zag
Hello Astronauts!

We had some great games on Saturday and an awesome time! We've rolled out a hotfix Sunday evening that addresses multiple issues. See last news post for full patch notes from the initial big update.

Hotfix Change Notes:
- Fixed lighting issues on all maps (many maps appeared very dark when the lights were supposed to be on)
- Fixed Monster Terror SFX playing when you're the monster in Monster Form
- Fixed volume on Monster Terror SFX in general
- Monster Terror SFX are now properly tied to SFX volume channel instead of Master volume channel
- Stun Baton now stuns for 3 seconds, down from 5.
- Supply Crates have been adjusted to the correct size they were before the Christmas update.
- Fixed 3D HUD models going transparent when the power is out in a map (General transparency issues still present, however)
- Hypertrain death zone (if you fall off etc.) now has the correct damage type
- Fixed major issue with certain clients in a multiplayer game not being able to move

Enjoy!
Jan 16, 2017
Unfortunate Spacemen - Zag
Hello Astronauts!

We had some great games on Saturday and an awesome time! We've rolled out a hotfix Sunday evening that addresses multiple issues. See last news post for full patch notes from the initial big update.

Hotfix Change Notes:
- Fixed lighting issues on all maps (many maps appeared very dark when the lights were supposed to be on)
- Fixed Monster Terror SFX playing when you're the monster in Monster Form
- Fixed volume on Monster Terror SFX in general
- Monster Terror SFX are now properly tied to SFX volume channel instead of Master volume channel
- Stun Baton now stuns for 3 seconds, down from 5.
- Supply Crates have been adjusted to the correct size they were before the Christmas update.
- Fixed 3D HUD models going transparent when the power is out in a map (General transparency issues still present, however)
- Hypertrain death zone (if you fall off etc.) now has the correct damage type
- Fixed major issue with certain clients in a multiplayer game not being able to move

Enjoy!
Jan 13, 2017
Unfortunate Spacemen - [Sandswept] Zag


Hello Astronauts!

COMMUNITY MATCHES TAKING PLACE SATURDAY THE 14TH ON OUR DISCORD. STARTING 3 PM PST.

Update 0.2.3 "Happy New Fear!"

Summary: As the Unfortunate Spacemen beta hurls uncontrollably into 2017, vomiting everywhere and screaming into the abyss, a new map is dropped, and a whole ton of new animations and HUD improvements are spewed across the stars. Don't miss out! Join our Discord chat or I'll eject you out of an airlock! Read on for dev vlog and patch notes!

https://www.youtube.com/watch?v=C-jX_PylhUY

Change Notes:

General / Spacemen Gameplay:
- There is now a button push / interact animation when interacting with things. This animation will stop your movement and will mean interactions are no longer instant (though they are still fairly quick.)
- This button push animation shows up in first person AND third person, meaning all interactions, including door locking and stealing keycards will be visible to other players, accompanied by a sound effect.
- All Spacemen now have access to the security cameras at any time by pressing the 4 key.
- Security Camera overlay UI has been cleaned up and reorganized some.
- Employee of the Month popup at the end of the round is now 3D and animated, instead of a still picture.
- Customization of the Employee of the Month winner now reflects that player's customization setup, including body type, helmet, and visor.
- Added some animations and additional sounds to the Warmup (loadout picking) screen UI, to better indicate which role you were picked for.
- The Spectator / Killcam now rotates smoothly.
- Complete overhaul to the button prompts in the bottom left of the HUD
- Overheating bar and text is a bit smaller on HUD, and closer to the crosshair.
- There is now an additional HUD warning for 2 minutes remaining.
- Map now has sound effects when opening and closing it.
- XP gain rates have been decreased slightly. A win is now worth 200 points, down from 300, and a loss is worth 75, down from 125. (All other additional XP gains are unchanged.)
- Camera now fades in from black when you first spawn into the game, because polish is awesome. Not polish like the hot dogs, but polish, as in rubbing stuff until it's shiny. ... You know what, forget it. You know what I'm talking about.
- Removed Fresnel effect by default. Used to be 0.5, is now 0. This effect still happens when damaged, but overall this change results in HUD being much easier to read, especially near the edges.
- HUD is less squished overall
- All text on the HUD has been replaced by icons
- There is now a visible cooldown meter on the Shove button in the lower left of the HUD.
- All button prompts in the lower left area of the HUD have been enlarged to be more readable.
- All cooldown bars on the HUD are much more vivid now and are now placed over the icon, instead of the button prompt for them.
- The button prompts along the bottom of the HUD have been re-ordered some, and Monster abilities have a space between them and regular Spacemen abilities.
- The bottom left representation is no longer a 2D image and is now an actual 3D view of your character in their current color state and will also animate when shapeshifting. (Known Issue: Green colors or reflections will often go transparent due to current shader tricks. Will tidy this up later.)
- Spacemen flashlights now have a glare effect when you look at them
- All footstep-related events for both Spacemen and Monster now trigger properly when moving backwards and strafing, meaning you can now properly hear footstep sounds when traveling any direction.
- There is now a jump animation. It's pretty okay and stuff.
- There is now a fun fact and unique death message for being crushed to death by the Rescue Shuttle.
- Punch has a new sound effect
- The frost on a Spaceman's first person visor glass is now a bit less extreme

Objectives:
- Lowered the emissive glow on the Landing Pad material, previously too bright in the dark.
- Added a decal to the center of landing pads, to make them look a little more interesting.
- Shuttle Pilot camera now shows up on HUD when he's speaking.

Monster Gameplay:
- The Monster can no longer place Acid Bombs or Parasite Eggs when burrowed.
- The Warmup screen now tells you if you have been selected as the Monster in the final 5 seconds. This is accompanied by a monster roaring sound, to psych you up or whatever.
- Acid Bomb and Monster Egg now have new HUD icons.
- The Monster's HUD prompt for "Press N to place remote arm" has been moved up some, closer to the "Press E to" interact prompt text.
- Fixed an instance where Remote Arm would sometimes not trigger properly
- Lowered volume on the Monster Transform sound effect and there is now a greater variety of sounds that can play when transforming

Angels / Heaven:
- Angels can now spectate players directly (they can also still use the cameras if they'd like)
- Waypoints no longer show up below Heaven while an angel, but DO show up when spectating players and cameras.
- Monster's Toxic Ink Cloud perk has been buffed. Radius increased from 230 to 275. Damage per 0.5 seconds increased from 3 to 5.
- Monster Egg/Acid Bomb cooldown now shows up on the HUD in the bottom right, alongside other cooldown timers
- Buttons re-organized a ton. Egg laying icon is now on the bottom left of HUD with other button prompts, instead of on the right.
- Burrow and Void Blink now have a visible cooldown bar.
- Monster Egg and Acid Bomb now have a cooldown bar over the icon, including number of seconds left.
- Monster Egg cooldown is now 120 seconds, down from 180 seconds, meaning the Monster can lay eggs a bit more often (Must be in Monster Form to do so.)

Customization:
- You can now view AND customize your full Spaceman customization in the lobby scene (you can NOT see other players customization, for tactical reasons.)
- You can now customize your Perk Loadouts while in the lobby.
- KNOWN ISSUE: Height does not scale your spaceman in the lobby, due to some visual bugs. Height still saves properly, it just won't show visually right now when in the lobby.
- All image-based visors (ex: eyeball) now work better with the bubble helmet and avoid stretching the texture in strange ways.
- NEW VISORS: Levels 1 through 15 will each unlock a Billiards Ball visor for the corresponding number. (1 ball at level 1, 8 ball at level 8, and so on.)

Colors:
- Fixed Fuchsia. It is now a pink color, instead of a blue-green, for whatever reason that happened.
- New color available: Black, the color of space, and seriously dark.
- New color available: Actinic, a purpley color, at least in your lame human spectrum.
- New color available: Hooloovoo, a super intelligent blue color.

Maps
- Christmas decorations have been taken down. Happy New Year!
- NEW MAP - Tidal Lock: A 3-tiered ship repair dock floats ominously above a gas giant. This map is filled with precarious bridges and numerous traps.
- Abduction: Fixed issue with server not properly waiting for clients to load this map (also fixes lack of loading screen when loading Abduction)
- Abduction: Changed collision on some of the ceiling boards in "the roof hole" to prevent players from getting stuck.
- Abduction: UFO now has a new place to drop down, from the "Crate Room" of the UFO.
- Abduction: UFO now has some new walls in the center tractor beam chamber in order to block certain lines of sight and jump paths, as well as mark a more obvious way to jump down from the UFO.
- Abduction: UFO Power Switch has been moved to the opposite side of the central tractor beam chamber.
- Abduction: UFO's "low gravity area" on the tractor beam has been shortened some, to make it easier to jump down from the center without being sucked back into the beam.

Lobby and Menus
- The entire lobby interface has been improved with small tweaks
- Name of server you're in now shows up at the top of the lobby screen
- Map image now animates when it's changed by the host.
- Totally new look for the lobby scene and a much darker background altogether.
- The lobby now has a confirmation when you try to leave, to avoid accidental leavage
- Menus now make noises when hovering over buttons and some older sounds have been replaced with new ones
- New Host Match Setting: Show Killer HP. If this is turned on (default), your killer's HP will be shown on death.
- "Mutators" text changed to "Modifiers" in Host Match Settings.
- Enlarged tooltip space on Big Stat Card to avoid cutting off the text inside it.
- Changed some font on the warmup screen.
- In the Settings menu, there are now 3 options for Window Mode. Fullscreen, Windowed Fullscreen (also known as Borderless Windowed), and Windowed.
- Added a "Medium" graphics quality level, between High and Low.
- Added an additional graphics quality level, "Awful", which turns off shadows entirely and will allow more of our favorite toasters to run the game. (More progress on this in the future.)
- New icon for View Overhead Map hover-button in lobby
- The Main Menu has been re-organized slightly, and has two new buttons; a link to the @UnfortSpacemen Twitter, and a link to our bustling and TOTALLY AWESOME Discord Chat (aka Zag's Meme Farm.)

Items and Perks:
- Springy Step perk increases the speed of button push (and other interactions) by about 3x.
- The Security Camera Viewer gear item has been removed from the game in favor of allowing ALL Spacemen to access cameras at any time.
- Security Guard perk no longer spawns with a Security Cam Viewer.
- Scanner ping has a new, less annoying sound effect.
- Overhead Map now has text "Scanning..." if you have a scanner equipped.
- Scanner now scans the map once every second, instead of once every 5 seconds.
- Fixed: Scanner makes pinging noise after the map is already closed.
- Spicy Meme Cannon (er, Flamethrower) sound system has been totally revamped and should no longer play sounds at strange times, such as when no one is firing it.
- To better balance the Flamethrower, the weapon now makes a gas hissing noise when it's out, which other Spacemen can hear from a distance.
- The Flamethrower has a new 'stop/start' firing sound, a more subtle flame sound, instead of that loud 'clunk' noise.
- Fixed a whole bunch of "hand IK" issues, meaning Spacemen will hold their items in a more proper manner in third person.

Other Changes / Fixes:
- Fixed Radio Jammer text to be correct, instead of "Use Object"
- Fixed Health Station text to be correct, instead of "Use Object"
- Fixed: Weapon shows up in hands when unarmed after droppping a large object such as Research Sample or Supply Crate.
- Fixed some major bugs on Tutorial, such as unlocked doors that should be locked, invisible first person arms, and things like that. The tutorial still needs some more cleanup and doesn't explicitly respect all of the new rules and changes to the game in the last few months -- but overall, it works start to finish again.
- Flashlight is no longer hidden inside the head when Big Head Mode is enabled
- Potential fix for same player being picked as Monster two rounds in a row when others have opted in.
- SteamVR should no longer launch when Unfortunate Spacemen is launched. (Spacemen does NOT officially support VR at this time.)
- Potential fix for the disappearing map bug
- Airlock button now glows red when the airlock is unavailable.
- Upgraded from Unreal Engine 4.12 to 4.14
- Some metallic textures are a bit lighter, making interiors in certain places a bit less dark when the lights are on. (Example: Inside Abduction's UFO)
- Lowered volume of Task Completed sound, and no longer allow multiple instances of this sound to play on top of another

Enjoy!
Jan 13, 2017
Unfortunate Spacemen - Zag


Hello Astronauts!

COMMUNITY MATCHES TAKING PLACE SATURDAY THE 14TH ON OUR DISCORD. STARTING 3 PM PST.

Update 0.2.3 "Happy New Fear!"

Summary: As the Unfortunate Spacemen beta hurls uncontrollably into 2017, vomiting everywhere and screaming into the abyss, a new map is dropped, and a whole ton of new animations and HUD improvements are spewed across the stars. Don't miss out! Join our Discord chat or I'll eject you out of an airlock! Read on for dev vlog and patch notes!

https://www.youtube.com/watch?v=C-jX_PylhUY

Change Notes:

General / Spacemen Gameplay:
- There is now a button push / interact animation when interacting with things. This animation will stop your movement and will mean interactions are no longer instant (though they are still fairly quick.)
- This button push animation shows up in first person AND third person, meaning all interactions, including door locking and stealing keycards will be visible to other players, accompanied by a sound effect.
- All Spacemen now have access to the security cameras at any time by pressing the 4 key.
- Security Camera overlay UI has been cleaned up and reorganized some.
- Employee of the Month popup at the end of the round is now 3D and animated, instead of a still picture.
- Customization of the Employee of the Month winner now reflects that player's customization setup, including body type, helmet, and visor.
- Added some animations and additional sounds to the Warmup (loadout picking) screen UI, to better indicate which role you were picked for.
- The Spectator / Killcam now rotates smoothly.
- Complete overhaul to the button prompts in the bottom left of the HUD
- Overheating bar and text is a bit smaller on HUD, and closer to the crosshair.
- There is now an additional HUD warning for 2 minutes remaining.
- Map now has sound effects when opening and closing it.
- XP gain rates have been decreased slightly. A win is now worth 200 points, down from 300, and a loss is worth 75, down from 125. (All other additional XP gains are unchanged.)
- Camera now fades in from black when you first spawn into the game, because polish is awesome. Not polish like the hot dogs, but polish, as in rubbing stuff until it's shiny. ... You know what, forget it. You know what I'm talking about.
- Removed Fresnel effect by default. Used to be 0.5, is now 0. This effect still happens when damaged, but overall this change results in HUD being much easier to read, especially near the edges.
- HUD is less squished overall
- All text on the HUD has been replaced by icons
- There is now a visible cooldown meter on the Shove button in the lower left of the HUD.
- All button prompts in the lower left area of the HUD have been enlarged to be more readable.
- All cooldown bars on the HUD are much more vivid now and are now placed over the icon, instead of the button prompt for them.
- The button prompts along the bottom of the HUD have been re-ordered some, and Monster abilities have a space between them and regular Spacemen abilities.
- The bottom left representation is no longer a 2D image and is now an actual 3D view of your character in their current color state and will also animate when shapeshifting. (Known Issue: Green colors or reflections will often go transparent due to current shader tricks. Will tidy this up later.)
- Spacemen flashlights now have a glare effect when you look at them
- All footstep-related events for both Spacemen and Monster now trigger properly when moving backwards and strafing, meaning you can now properly hear footstep sounds when traveling any direction.
- There is now a jump animation. It's pretty okay and stuff.
- There is now a fun fact and unique death message for being crushed to death by the Rescue Shuttle.
- Punch has a new sound effect
- The frost on a Spaceman's first person visor glass is now a bit less extreme

Objectives:
- Lowered the emissive glow on the Landing Pad material, previously too bright in the dark.
- Added a decal to the center of landing pads, to make them look a little more interesting.
- Shuttle Pilot camera now shows up on HUD when he's speaking.

Monster Gameplay:
- The Monster can no longer place Acid Bombs or Parasite Eggs when burrowed.
- The Warmup screen now tells you if you have been selected as the Monster in the final 5 seconds. This is accompanied by a monster roaring sound, to psych you up or whatever.
- Acid Bomb and Monster Egg now have new HUD icons.
- The Monster's HUD prompt for "Press N to place remote arm" has been moved up some, closer to the "Press E to" interact prompt text.
- Fixed an instance where Remote Arm would sometimes not trigger properly
- Lowered volume on the Monster Transform sound effect and there is now a greater variety of sounds that can play when transforming

Angels / Heaven:
- Angels can now spectate players directly (they can also still use the cameras if they'd like)
- Waypoints no longer show up below Heaven while an angel, but DO show up when spectating players and cameras.
- Monster's Toxic Ink Cloud perk has been buffed. Radius increased from 230 to 275. Damage per 0.5 seconds increased from 3 to 5.
- Monster Egg/Acid Bomb cooldown now shows up on the HUD in the bottom right, alongside other cooldown timers
- Buttons re-organized a ton. Egg laying icon is now on the bottom left of HUD with other button prompts, instead of on the right.
- Burrow and Void Blink now have a visible cooldown bar.
- Monster Egg and Acid Bomb now have a cooldown bar over the icon, including number of seconds left.
- Monster Egg cooldown is now 120 seconds, down from 180 seconds, meaning the Monster can lay eggs a bit more often (Must be in Monster Form to do so.)

Customization:
- You can now view AND customize your full Spaceman customization in the lobby scene (you can NOT see other players customization, for tactical reasons.)
- You can now customize your Perk Loadouts while in the lobby.
- KNOWN ISSUE: Height does not scale your spaceman in the lobby, due to some visual bugs. Height still saves properly, it just won't show visually right now when in the lobby.
- All image-based visors (ex: eyeball) now work better with the bubble helmet and avoid stretching the texture in strange ways.
- NEW VISORS: Levels 1 through 15 will each unlock a Billiards Ball visor for the corresponding number. (1 ball at level 1, 8 ball at level 8, and so on.)

Colors:
- Fixed Fuchsia. It is now a pink color, instead of a blue-green, for whatever reason that happened.
- New color available: Black, the color of space, and seriously dark.
- New color available: Actinic, a purpley color, at least in your lame human spectrum.
- New color available: Hooloovoo, a super intelligent blue color.

Maps
- Christmas decorations have been taken down. Happy New Year!
- NEW MAP - Tidal Lock: A 3-tiered ship repair dock floats ominously above a gas giant. This map is filled with precarious bridges and numerous traps.
- Abduction: Fixed issue with server not properly waiting for clients to load this map (also fixes lack of loading screen when loading Abduction)
- Abduction: Changed collision on some of the ceiling boards in "the roof hole" to prevent players from getting stuck.
- Abduction: UFO now has a new place to drop down, from the "Crate Room" of the UFO.
- Abduction: UFO now has some new walls in the center tractor beam chamber in order to block certain lines of sight and jump paths, as well as mark a more obvious way to jump down from the UFO.
- Abduction: UFO Power Switch has been moved to the opposite side of the central tractor beam chamber.
- Abduction: UFO's "low gravity area" on the tractor beam has been shortened some, to make it easier to jump down from the center without being sucked back into the beam.

Lobby and Menus
- The entire lobby interface has been improved with small tweaks
- Name of server you're in now shows up at the top of the lobby screen
- Map image now animates when it's changed by the host.
- Totally new look for the lobby scene and a much darker background altogether.
- The lobby now has a confirmation when you try to leave, to avoid accidental leavage
- Menus now make noises when hovering over buttons and some older sounds have been replaced with new ones
- New Host Match Setting: Show Killer HP. If this is turned on (default), your killer's HP will be shown on death.
- "Mutators" text changed to "Modifiers" in Host Match Settings.
- Enlarged tooltip space on Big Stat Card to avoid cutting off the text inside it.
- Changed some font on the warmup screen.
- In the Settings menu, there are now 3 options for Window Mode. Fullscreen, Windowed Fullscreen (also known as Borderless Windowed), and Windowed.
- Added a "Medium" graphics quality level, between High and Low.
- Added an additional graphics quality level, "Awful", which turns off shadows entirely and will allow more of our favorite toasters to run the game. (More progress on this in the future.)
- New icon for View Overhead Map hover-button in lobby
- The Main Menu has been re-organized slightly, and has two new buttons; a link to the @UnfortSpacemen Twitter, and a link to our bustling and TOTALLY AWESOME Discord Chat (aka Zag's Meme Farm.)

Items and Perks:
- Springy Step perk increases the speed of button push (and other interactions) by about 3x.
- The Security Camera Viewer gear item has been removed from the game in favor of allowing ALL Spacemen to access cameras at any time.
- Security Guard perk no longer spawns with a Security Cam Viewer.
- Scanner ping has a new, less annoying sound effect.
- Overhead Map now has text "Scanning..." if you have a scanner equipped.
- Scanner now scans the map once every second, instead of once every 5 seconds.
- Fixed: Scanner makes pinging noise after the map is already closed.
- Spicy Meme Cannon (er, Flamethrower) sound system has been totally revamped and should no longer play sounds at strange times, such as when no one is firing it.
- To better balance the Flamethrower, the weapon now makes a gas hissing noise when it's out, which other Spacemen can hear from a distance.
- The Flamethrower has a new 'stop/start' firing sound, a more subtle flame sound, instead of that loud 'clunk' noise.
- Fixed a whole bunch of "hand IK" issues, meaning Spacemen will hold their items in a more proper manner in third person.

Other Changes / Fixes:
- Fixed Radio Jammer text to be correct, instead of "Use Object"
- Fixed Health Station text to be correct, instead of "Use Object"
- Fixed: Weapon shows up in hands when unarmed after droppping a large object such as Research Sample or Supply Crate.
- Fixed some major bugs on Tutorial, such as unlocked doors that should be locked, invisible first person arms, and things like that. The tutorial still needs some more cleanup and doesn't explicitly respect all of the new rules and changes to the game in the last few months -- but overall, it works start to finish again.
- Flashlight is no longer hidden inside the head when Big Head Mode is enabled
- Potential fix for same player being picked as Monster two rounds in a row when others have opted in.
- SteamVR should no longer launch when Unfortunate Spacemen is launched. (Spacemen does NOT officially support VR at this time.)
- Potential fix for the disappearing map bug
- Airlock button now glows red when the airlock is unavailable.
- Upgraded from Unreal Engine 4.12 to 4.14
- Some metallic textures are a bit lighter, making interiors in certain places a bit less dark when the lights are on. (Example: Inside Abduction's UFO)
- Lowered volume of Task Completed sound, and no longer allow multiple instances of this sound to play on top of another

Enjoy!
...