It's that time again, persons of space; PATCH DAY.
With 1.3 we introduced PERKAGEDDON -- our complete perk overhaul -- and now with 1.3.5, we're hardening that update and improving the all-around quality of the game. We targeted several large bugs, tweaked a ton of perks that needed tweaking, hit some key quality of life pieces, and laid some groundwork for what's to come!
Strap on your helmets. Let's dive in to the major gameplay changes!
Shorter Round Length
We noticed a large number of games were going on a bit longer than necessary, particularly when there was only one Spaceman left. We'd see a match effectively conclude 10 minutes in, and then the next 3 to 5 minutes are spent watching 2 players try to outjuke or avoid each other. Turns out, that's not very fun for everyone else!
In this update, when Last Man Standing is triggered, the Rescue Shuttle will now arrive even if Tasks are not complete. This is done in order to force a final confrontation between the remaining Spaceman and Monster. And don't worry; the Pilot explains his bold actions.
Magnetic Boots and EMEs
In order to bring back "Canning" deaths (Spacemen being shoved into Emergency Mass Ejectors) and require Spacemen to use more caution around these objects, we have COMPLETELY REMOVED the ability for Magnetic Boots to stop you from being ejected from an Emergency Mass Ejector. A large majority of players felt this lessened the fun of being the Monster, especially since Magnetic Boots are being run by the majority of players, especially new players.
Magnetic Boots will still behave as they have before in all other aspects, stopping ejection from Airlocks and so on. We will monitor this change closely alongside the other perk changes in this patch.
Door Lock Readability
When doors are locked, there is now a large LOCKED icon over the front of them for better readability. No longer will you smash your face into doors! As much. We hope.
Air-Dodging For All!
All Monsters can now dodge while airborne and no longer require Claws Upon Claws to perform this maneuver. By default, this is performed by pressing Left ALT while in Monster Form.
Earlier Perk Unlocks
Many perks (especially ones that we feel are better for new players) were too deep into the progression tree, so we've shuffled some perks around a bit, primarily giving some perks a bit sooner to help new players survive, learn the game, and try out more unique playstyles.
Investigator now unlocks at 12 (was 24)
VIP Keycard now unlocks at rank 3 (was 4)
Welder now unlocks at rank 5 (was 6)
Springy Step now unlocks at rank 6 (was 7)
Blast Shield now unlocks at rank 9 (was 10)
Janitor now unlocks at rank 10 (was 12)
Nimble now unlocks at rank 23 (was 26)
Undead Space
The Monster's Corpse Lord perk has received some major tuning. We felt as though zombies weren't common enough and it's difficult to get traction for most players.
Antibodies no longer block Zombification.
Increased Zombification damage debuff duration from 1 second after taking damage to 5 seconds.
Zombies can no longer activate Space Milk teleport if they were Space Milking as they became Zombified.
Zombie sounds are now about 2x louder, to make it more clear when a zombie IS a zombie.
Development on Decoys
The Monster's Decoy Perk received a bunch of improvements to make it more useful to our most crafty players.
A decoy will now spawn from the location of the Remote Arm every time a Remote Arm is used.
Decoy can now be spawned by pressing RMB (alt-fire) while Burrowed. Once every 8 seconds.
Decoys now show as Monster on the Overhead Map when viewed using a Scanner.
Decoy now blocks Health Station from detecting you as the Monster. (This has been removed from Membrane.)
More Lockdowns
The Monster's Lockdown Perk has received a big buff, and will probably receive another in the future.
Reduced cooldown on ability to 60 seconds, down from 120 seconds.
The Drip
Enough about gameplay, you're here for the cosmetics, right?
(All store items can be purchased via the in-game customization screen or by visiting the Item Store.)
Snowbomination: Space is cold, but you're even colder. Maybe there was a shapeshifting mixup with a snowman, or maybe you've been brought to life by a magical space-carrot. Either way, you're here to chill your victims to the bone.
Gaseous Helmet Bundle: Looking to slink through a nuclear wasteland? Well, space will have to do. At least it's mostly radioactive. This super cheap bundle features 6 Rare hooded helmets with various gas mask designs.
Samurai Helmet: You're either honorable, or a bad guy. Heck, you might be both.
Taccom Helmet: Bring your tactical best with this sleek new helm!
Tinman Helmet: Breath deep with this new biohazard helmet!
ULTRAKILLING IT
It wouldn't be a Spaceman patch without some crossover content! This update sees a whole bundle of ULTRAKILL crossover content, and a Stationeers helmet! Free for owners of both games!
Gabriel Voice Pack: Bring the angelic fury with Gabriel's voice from ULTRAKILL! Voiced by Gianni himself, receive this voice pack for owning ULTRAKILL on Steam!
Judgement Helmet: You get what you pray for. For owning ULTRAKILL on Steam, receive this holy adornment for your Spaceman.
Blood Machine Monster Skin: BLOOD IS FUEL! For owning ULTRAKILL on Steam, receive this deadly new robotic Monster Skin!
Stationeer Helmet: Make science your ally! For owning Stationeers on Steam, receive this bulbous new helmet!
Note: As requested, we are planning to make Crossover Items purchasable independently on the Item Store in the future.
A new Server Config Setting has been added! "AllowsModeratorsToBan" (false by default) will allow moderators to ban users on your server, as well as manage the ban list. This will allow your moderators to have better control over the server, without giving them access to everything.
Notable Map Changes
We're spending a little bit of time touching up areas of the maps that we feel lack readability, or simply could use some visual polishing. There are many, and we will be working through them over time. Most of our goals are focused on making certain parts of maps feel distinct from other parts, to aid players in navigating these spaces. Sometimes, it's because Maddok looked at a room Zag created and said "By Jub, who let you use the editor?!"
Echo
Yellow Lunchroom has received some visual improvements.
Laboratory has received some visual improvements.
Gardens
Orange Building Interior has received new furnishings.
Some archways have received improved artwork.
Painted a building red by North Landing Pad to help with navigation and break up the grayness of it all.
Shooting Range
The entire field can now be accessed on foot. Enjoy!
Duress in Distress
Duress, arguably one of our weakest and worst-performing maps, will likely be receiving a larger rework in the near future. This will likely include the removal of Duress from the map rotation (and game files) while we rework it, replacing it with the next upcoming map, Kema, which is now scheduled for 1.4 -- the very next update.
Alongside these changes, we're targeting some reworks to two of other weaker maps. Tidal Lock (mostly removal of the bottom floor) and The Experiment (greater expansion of the playable area.) These will arrive in whichever update makes the most sense. We'll let you know more as we develop these changes!
As usual, we have loads more detail you can view in THE FULL PATCH NOTES including numerous bug fixes, quality-of-life improvements, and more!
We spent a lot of 2020 figuring out what we wanted from the game, and how to best scale it up to meet our ambitions. We know what we want for 2021. And we know exactly what YOU want, too.
Next update (1.4) will focus on a major voice chat overhaul, and then we're on to 1.5; The Traitor Update, featuring a new antagonist role, and where you'll learn a little bit about the competing BRIGADE organization, and what drives them to see The Company fall.
You can view our shorter-term plans on the Development Starmap, and we'll see you in SPACE!
Today we dropped a small hotfix, which targets a couple balance issues and bugs, including XP gain issues! Get back in there and rank up! (It's your job, after all.)
Changes:
XP values should now be gained properly again.
XP values in Survival Mode should now be correctly distributed.
Fixed bug causing Janitor to not auto-pick-up Debris.
The Recruit Perk is now properly applied to the player when active, and has the correct +15 HP increase, which was erroneously stated as +10 (and didn't work.)
Hatcheries have received an approximately 25% reduction in Health, steeper reduction at the later Levels 3 and 4.
We're still calling them Hatcheries even though you're all calling them Hives.
Hatcheries can no longer be placed in the same locations that Tasks are reset if brought to. This should help reduce the amount of cheeky (inaccessible) positions Hatcheries can be placed in.
Hatcheries now produce a hitmarker when shot at.
Increased volume of Hatchery death sound.
Hatcheries now squish down a bit when dead, to make it more obvious when a Hatchery is destroyed.
Hatcheries now take 2x damage from Explosive and Flame damage.
Chitin break FX was not 2D, but it was very long range. It is now hearable from about 20 meters, down from 60 meters.
Chitin armor regain sound is now audible to other players, but from only a short range.
Fixed a bug causing the Chitin hitmarker sound to play even against Monsters who didn't have Chitin active.
Monster opt-in lockout limit has increased slightly. If you've recently opted in, the system will now continue to favor players who haven't been it for a bit longer than it would previously. This should overall reduce the amount of times a player is passed over for Monster while another player gets it twice.
Corpse Lord Zombification damage now correctly lasts for 1 second after the last Zombification hit (getting damaged by a Corpse Lord Parasite, or hit by a Zombie.) Previously, the Zombie infection could continue for a long period of time, causing Spacemen to be converted into Zombies long after they had taken any form of Zombie damage, which was not intended.
Corpse Lord Zombies should now properly path around Item Canisters.
Corpse Lord Zombies now take half damage when shot in the head with Blast Shield active.
Corpse Lord Zombies now take half damage when shot anywhere but the head, which receives full damage.
Corpse Lord Zombies now take double damage from Explosive and Flame damage.
Reminder: When dealing with Zombies, aim for the head!
Bounty Railgun and SMG skins should now show up in-game.
Fixed typo in Cultist perk description.
Removed duplicate line in Warden perk description.
Co-op 3 (The Speaker): Fixed some Spacemen who decided to assert their dominance over the Crumerians with an intimidating T-pose
Vents can no longer be crouched jumped into.
Tribunal players value is now properly saved in the lobby Host Match Settings.
The Mod/Admin spectator function no longer leaves a duplicate HUD underneath.
Monsters are now notified they need to be in Monster Form to lay an Egg.
See you in space!
v1.3 - Perkageddon
Welcome back, Space Dorks!
Last time, on Unfortunate Spacemen - we introduced The Company Tribunal™, then we tweaked it! But some of you still complained about it! So we tweaked it again! And now it's a server option. :bigjohn:
Better yet, you may have noticed *new music* playing in the menus. That's because our old friend Hunter J. Pierce has blessed us with an all new EDM space banger to accompany this update.
Listen to it while you read the rest of this announcement. It pairs well with WALLS OF TEXT.
[previewyoutube="BEPMJ7r51UI;full"] In more important news: we've completely overhauled the perk system! And by "we" I mean Zag.
Because Zag does everything. Definitely not Steve. Steve does nothing.
BEHOLD...
*NEW* Perk Categories
All perks are now placed into categories, meaning per each loadout, you can only select ONE perk from a given category. They can not be mixed and matched from the same category.
Spacemen categories are Profession, Utility, Defense, and Security.
Monster categories are Mutation, Aggression, Survival, and Stealth.
First, forget everything you know about the current perks. All perks listed here are BRAND NEW perks, and the old versions of them are mostly gone or completely reworked into something larger.
Some will still be familiar. To avoid Zag's fingers turning into a fine bone dust, you can read all the granular details of each perk on the in-game Perk Selection menu. There are many, many changes, and most Perks now have several new traits or abilities tied in with them.
Next to each perk (in parenthesis) will be a notable change or feature of the perk, but is by no means a full list of the perk's traits.
*NEW* Spaceman Perks
Profession Perks
Recruit: Fresh out of the academy... If The Company™ had one. (You get +10 HP!)
Doctor: You're here to help. (Throwable Med Kits)
Janitor: All about getting the job done. (Faster movement when carrying, won't trigger airlocks)
Cultist: Pledged yourself to something bigger, and you love Space Milk. (Teleporting Space Milk)
Soldier: You're in it for the hunt. (Stim Pack, which temporarily increases your fire rate)
Warden: You keep the peace at the end of your Stun Baton. (Stun Baton, immune to Electrolocking)
Investigator: Pieces together clues to solve crimes. (Pocket Detective, scans environment for clues)
Utility Perks
Oxygen Filter: You like keeping air in your lungs. (More oxygen, faster oxygen recovery)
Springy Step: You're all about moving forward. (Move faster, jump higher)
Welder: Likes to repair, and to weld. (Can weld doors shut and see damaged objects on the map)
Defense Perks
Antibodies: Keeping nasty things out of your body. (Immune to most toxic/parasitic things/diseases)
Magnetic Boots: You like keeping your feet on the ground. (Can't be sucked out of airlocks)
Blast Shield: Takes really big hits. (Immune 2 headshots when active, can survive 1 lethal explosion)
Security Perks
Brawny: You prefer FISTS not WORDS. (Punch faster, punch harder, punch burrowed Monsters)
Nimble: You're light on your feet. (Less footprints, won't activate eggs or traps)
VIP Keycard: Get an extra keycard and clearance level. (2 keycard cooldowns, door override ability)
Acid Monster: Totally dripping with acid. (Alt-fire to spit acid that spreads on the ground, Acid Bomb instead of Parasite Egg)
Void Beast: From the blackest depths of space. (Short-range teleport, stun Spacemen around you on transform, Void Bomb instead of Parasite Egg)
Corpse Lord: You find corpses to be quite useful. (Decorpsinator traits, Zombifier Egg instead of Parasite Egg, turns Spacemen into brainless killing machines)
Crumerian Host: You're one with the hivemind. (Instead of a Parasite Egg, you place a Hatchery that spawns Crumerian Drones)
Aggression Perks
Nocturnal: Strongest when lights are out. (More powerful in Power Outages, longer outages)
Claws Upon Claws: Leap, jump and swipe hard. (Jump higher, dodge midair, more claw damage)
Lockdown: Nobody gets out alive. (Activate an ability to lock every single door on the map)
Survival Perks
Fluid Sac: What doesn't kill you only makes you angrier. (On lethal Monster health damage, you convert all Human HP into Monster HP but can't Disguise)
Chitin: You're a tough nut to crack. (An armored shell that blocks some damage before breaking, regained by eating bodies)
Toxic Ink: You emit obscuring clouds and toxic fumes. (Toxic Cloud damages and debuffs people who touch it, disabling healing for 20 seconds)
Stealth Perks
Patience: You don't mind biding your time. (Can stay disguised and burrowed for longer, and your Remote Arm is almost invisible)
Membrane: A master of stealth. They'll never suspect you. (Immune to most Monster detection tests, as well as Stun Grenades)
Decoy: You create a compelling illusion. (Produce a Decoy when you transform, which triggers alarms, claws, and makes noise)
You know if you look at the word PERKS this many times it really starts to lose all sense of meaning.
What's the word for that?
Oh, we've also added a NEW survival map... The Wall
And since you've all been working so hard...
We've increased the rank (level) cap to 40!
And with those 10 new ranks come 10 new rewards!
Level 31: Inquisitor Helmet - Forest Visor
Level 32: Chromed Helmet - Sunset Visor
Level 33: Screwball Helmet - Rayleigh Visor
Level 34: Suit Suit - Pastel Visor
Level 35: Obsidian Helmet - Crimson Visor
Level 36: S.H.A.R.K. Helmet - Teal Visor
Level 37: Pearl Helmet - Daisy Visor
Level 38: Gilded Helmet - Amethyst Visor
Level 39: Operative Helmet - Burnished Visor
Level 40: Raider Helmet - Glazed Visor
But not everything in life can be earned with HARD WORK. Some things cost MONEY.
Check out the new PREMIUM cosmetics you can get in v1.3
The Company Commander™ bundle comes with a POWERFUL NEW HELMET and a BRUSHED CHROME VISOR so you can establish dominion over your fellow Spacemen. He was once a man
The Space Knight™ bundle is a helmet, voice pack AND visor combo that might seem familiar...
And if it does that's because it's both based on and voiced by Mandalore Gaming! This is our way of saying "Thank you" for his latest involvement in our community. <3
If you haven't seen his recent video on the game: you should watch, like, share and subscribe or whatever it is the kids tell you to do these days. He's one of the good ones. [previewyoutube="oZS56i7U6FY;full"] And finally: The BOUNTY BUNDLE is our biggest bundle yet.
It includes a Company Bounty Hunter™ Suit, TWO Helmet variations, PLUS skins for your SMG & railgun!
This latest hotfix carries with it some weighty changes, so let's have a little chat about those changes, and The Tribunal as a whole.
Over the last few days we've been gathering a lot of feedback! No matter which side you land on with The Tribunal, one thing is very clear; nobody feels like it influences the game enough for the impact it has on the round. We agree with that sentiment, and much like we have throughout development, we're listening closely to feedback and acting on it. So what's happening next?
After this balancing hotfix, we will continue monitoring the situation and make a decision on adding in additional options for The Tribunal, including potentially turning it off as server setting and additional changes to rounds with lower player counts.
However, for the time being, we'd like to state our design intentions clearly: First and foremost, Unfortunate Spacemen is a social deception game. Secondly, it is a shooter, but it is not a deathmatch. Third -- and this is generally related to the latest Monster HP tweaks and weapon nerfs -- we have no intention of balancing the game to make 1 Spaceman vs. 1 Monster be a viable option except under the rarest of circumstance. The Spacemen must work together in some capacity to win the round, including sustained team-fire on The Monster. That is our design philosophy.
Bear in mind, this hotfix includes some additional balance tweaks we think many people will enjoy, so be sure to read the patch notes in full.
With that out of the way, let's talk about The Tribunal changes.
We like The Tribunal. Players seem to like The Tribunal. We like the direction it pushes the social aspects, and the pacing that it brings to every round. Not only does it pull everything together in a cohesive way and bring an ebb-and-flow to the gameplay, it quite literally pulls people together in a way that we only previously saw with Weapon Canisters -- and they didn't do a very good job of that.
The Tribunal has done what we intended and it's working correctly.
HOWEVER, we didn't go in as hard as we should have when we were designing it. Now some of you might be going "What, you mean doubling down on the idea?!" Well, yeah, basically. We believe more people would've liked the idea if it had a larger effect. We sold it short.
You see, by giving it too gentle of a touch (because - understandably - we were a bit nervous about the effect it might have) we wanted to disrupt the moment-to-moment gameplay as little as possible. So we settled on having The Tribunal only do one thing; it just marked colors. We (rightly) figured players could extrapolate that information and turn it into a social witch hunt. We've seen some hilarious ones unfold already! But it wasn't quite there, as many people have noted.
Turns out the majority of criticism were things we vetoed in the early design phases of The Tribunal;
What if it actually does something when it marks someone?
Well, now it will.
In 1.2.1, the Spacemen don't actually GAIN anything for guessing who the Monster is. And the Monster gains NOTHING when the Spacemen mark someone else.
These are both plays that should be rewarded.
So here's what we've changed to both The Tribunal voting and Body Reporting in 1.2.2:
When a color is marked as Suspicious, the Monster can no longer disguise into that color. Ever. For the rest of the round.
However, the Original Color of the Monster can not be locked.
When a color is marked as Suspicious, the Spaceman who owns that color receives a health debuff, much like the debuff murderers receive when killing someone. This includes being outlined in the Monster's vision. They are now marked as a SUSPECT, and weaker to boot.
When a color is marked as Suspicious, if the Monster is wearing this color at the time, they are forced out of their Disguise and into Monster Form.
When the Monster's ORIGINAL COLOR is marked as Suspicious, the Monster receives a 25% decrease in all major stats; Max Human Health, Max Monster Health, and Max Disguise Energy.
Reported bodies will now show on the Overhead Map to everyone, and everyone will see which color was reported.
Security Bots will now treat Suspects as hostile targets, and they'll strafe a bit more during combat!
Tribunals will no longer trigger shortly after one just ended (such as after you finish objectives)
With these changes we feel The Tribunal is in a much better place than it was on 1.2's release.
We'll be closely monitoring these changes and probably make additional tweaks in future updates -- as always!
Oh yeah, and we made the Rocket Launcher a little less wild. Sorry about that! Please continue to send us feedback (good or bad!) and keep reporting those bugs. We're listening -> Discord.gg/NewBlood
Be sure to leave a review if you're loving the game, and get your friends to join you for some SPACE MADNESS!
If you'd like to read more about 1.2.2, including other changes, buffs, nerfs, and bug fixes, you can check out the Patch Notes here.
If you haven't yet seen our long-term plans with the game, you can check out the Development Starmap.
1.3 is now beginning development, where we'll be upping the max Rank, overhauling the Perk System for a more diverse and interesting meta, and adding quite a few more perks as well.
Be good to each other and happy hunting! See you in space!
Oh hey, you're all still alive? It's been months!We'd thought you'd surely all be dead by now.
But it looks like MORE of you want to potentially die to the horrors of space than ever before...
Which is good news... for us!
However... you've all proven yourselves to be LESS TRUSTWORTHY than ever.
So, in collaboration with ZagTek™ we've created a new COMPANY™ TRIBUNAL
Here's some fine print about the new system from ZagTek™ themselves:
The Tribunal has arrived! This is our answer to an official Accusation System, although the term "Suspicion System" is perhaps more accurate! The intent behind this system (and the Body Reporting system we'll get to in a minute) is three-fold.
To provide structure to rounds that isn't based solely on map size and speed of objectives.
To provide players of ALL playstyles a way to directly engage with the social maneuvering and suspicion mechanics that were previously restricted from a large portion of the playerbase, which are Spacemen who mostly want to just do tasks, players who don't have microphones, and many more playstyles we've identified that don't need enumeration here, and...
To provide another tool of manipulation for The Monster.
Not to worry, The Tribunal™ is a safe place... for you to hurt people with words... not bullets.
It's not our fault you can't be trusted.So blame someone else!
Wow, it's been TWO whole months since we launched and you're STILL alive? That's impressive.
Maybe it's time we gave YOU a promotion. Just kidding.
Unfortunate Spacemen v1.1 is here and it's The Company™'s BIGGEST yet.
Want to see what's new? OF COURSE YOU DO:
THE KARMA SYSTEM™
A major part of Unfortunate Spacemen is betrayal and distrust, but some players take this to the next level and simply hurl abuse at other players under the anonymity that the game offers due to... you know, that whole shapeshifting business.
This abuse is directly tied to in-game actions, in the form of what is commonly known as RDM (Random Deathmatch) a/k/a indiscriminate murder.
To prevent this, we have rolled out The Karma System™, an automated system that effectively penalizes players who kill multiple innocent players per round!
This value will carry over between rounds and is mainly designed to stop repeat offenders, not the occasional accidental kill (or kills) -- which are a critical part of the game's structure. If you aren't running around gunning everyone down, you should never (or rarely) be affected by this system.
DEDICATED SERVER IMPROVEMENTS
This update contains numerous improvements to dedicated servers.
Overhaul to performance on the Official New Blood dedicated servers. Rubberbanding GONE!
Fixed dozens of bugs and added dozens of options for tweaking dedicated servers to your liking.
Admin and Moderator roles for executing /commands while in-game!
A persistent Ban list to keep unwelcome players out of your server
Check out the brand new Dedicated Server Guide as well as the full patch notes for detailed information on running and setting up your own dedicated server.
NEW WEAPON: THE COMPANY MAGNUM™
Along with some other weapon changes (AR and LMG buff) we've added a BRAND NEW firearm to close the gap between regular weaponry and Power Weapons. Introducing The Company Magnum™. This item will spawn form one of the default (basic) item spawns in all game modes, and packs a real punch.
Here's a video of Zag playing around with a slightly older version of the Magnum during development.
MONSTER OPT-IN TWEAKS
We've heard you and we've made some changes to how the Monster is picked!
The Default Monster Opt-in system has changed to now include more of the opt-in pool, instead of always simply picking the least-recent player(s).
We've also added a Host Match Setting for TRUE RANDOM MONSTER if you don't want to have any fancy weighting at all when it comes to who gets to be the Monster each round.
MONSTER BURROW CHANGES
A lot of feedback we received has shown us that Burrow is considered a bit underpowered and not worth doing most of the time. To start bringing Burrow back into the meta, we've removed the burrow crack visual entirely. We will likely add additional behaviors to Burrow in the future. Happy hiding!
The Monster's Burrow crack no longer shows at all. (Spectators can still see it.)
Camera alarms will no longer trigger on a Burrowed Monster.
And of course, we fixed some bugs related to Burrow!
MONSTER MODIFICATIONS
The Monster has undergone various critical changes, a few tiny nerfs, and some larger buffs.
Ejection Camera: If the final Monster gets ejected from an Emergency Mass Ejector, everyone is now taken to her spectator camera to watch the spectacle. This was done primarily to add more context to the end of the round for Spacemen who weren't directly involved at the time.
Monsters can now take damage from explosives and flames, while in vents. This includes Suitcase Nukes.
Frag Grenades can now be wedged into vents as well! Ouch.
(REVERTED)
AIRLOCKS ARE FOR MONSTERS
Many new players were struggling to understand airlocks. Many long-term players were struggling to understand airlocks. We found a lot of people were getting killed by airlocks, and the majority of airlock deaths were NOT instigated by the Monster, nor caught the Monster in their trap. We have made a substantial change to airlocks and will paying close attention to the long-term effect it has. TL:DR
Airlocks can no longer be armed by Spacemen.
The Monster is now the only character who can arm airlocks.
All other airlock traits remain the same as before. Frag and Stun grenades can still force airlocks to open.
IMPROVED TOOLS FOR VOTE KICK, MUTING
As with much of this patch, we focused a lot of the community. We watched, we listened, and we put in solutions for taking the tools away from abusive players and putting them back in the hands of the majority. This includes reducing the ability to initiate "vote-kick wars" and de-incentivizing abusive vote-kicks, as well as changing vote-kick values.
Server admins have the ability to set Admins and Moderators on the server, and they can execute /commands (detailed in the patch notes)
We've also added a bunch of new ways to mute players through the F1 player list and have added more mute buttons to the end-round score screens.
NOTE: During gameplay, you'll still need to hold interact when looking at someone's character in order to mute them. We do this to avoid giving players a way to easily track players via muting and unmuting their proximity chat.
As with all of these changes, you can read more of the specific details in the full patch notes.
SO. MUCH. CUSTOMIZATION
We've added about a bajillion new cosmetics (don't try and count, you'll never make it) including...
The Spacewoman™ Suit is now available to everyone!
Oh yeah, and you can finally rotate your character by clicking and dragging with the mouse.
BUT WAIT, THERE'S MORE...
SPECTATOR IMPROVEMENTS
We've heard the request for a bunch of additional spectator tools. We've got more in the works in future updates, but we added a way to directly spectate players now, for those who don't want to chase the action manually. Spectators can now directly spectate players by pressing the 5 key!
IMPROVED CLIENT-SIDE MOVEMENT
Along with these many other changes, we've improved client-side movement in a few crucial ways.
Grav lifts, UFO beams, and H2O suck-up pipes no longer jitter for clients.
Dodging as Monster no longer causes large jittering as a client.
Sometimes jumping would fail right as the player leaves a ledge. Now, there is a small window of time to successfully execute a jump after leaving a ledge. This was particularly noticeable on maps like Duress, but should improve ledge-jumping altogether.
GENERATOR LOCKDOWN
We found a lot of Monsters were struggling to maintain a Power Outage for more than a few seconds, especially in large games, so we've changed how that works. Generators are now locked out for 45 seconds after the power is shut off. Generators can be reset after this 45 second lockout expires. If a Suitcase Nuke detonates during a Power Outage, this lockout will reset.
AUDIO OCCLUSION
Audio occlusion now exists on most types of sound. Some critical events and VOIP have been excluded from audio occlusion at this time. We anticipate that this will drastically change the soundscape of the game, and make many objects (and gunfire) feel far more three-dimensional. Fancy!
POWER WEAPON ORDER CHANGE
We heard a lot of feedback about the order of Power Weapons.
Power Weapons are intended to give an edge, but not be the end-all-be-all.
The Rocket Launcher tends to end the round when it comes into play, so we've made some changes to both Power Weapon spawn order and other weaponry in order to help level the playing field a bit against hoarders of Power Weaponry.
The Auto-Shotty now unlocks before the Rocket Launcher under default Power Weapons settings.
CO-OP CHANGES
Based on a lot of feedback, we've reduced friendly fire for Co-op modes across the board. You can still "accidentally" turn your fellow Spacemen into mashed potatoes with an errant rocket when playing on Veteran difficulty and above, but Recruit difficulty now has zero friendly fire damage. Good luck out there!
FINAL TIDBITS
As always, the full Patch Notes will contain every single minute detail for you to comb through, but we'll leave you with a final list of 1.1 highlights.
The Lobby has received numerous visual and layout improvements. This is considering "Lobby UI Update #1" which implies we do have more improvements planned in the future. Enjoy!
Player nameplates are now a thing, but you can't change them yet. That's coming next, in 1.2.
Map Rework: The Experiment has been overhauled a bit to create more claustrophobic corridors, block line of sight in a few places, and add a couple more exterior routes. Oh, and we removed some of those pesky drop bridges, which will hopefully bring some foot-traffic back to the center of the map.
Railings: Duress and Hypertrain have received quite a few more railings. Duress in particular has received some navigational changes, brighter and more obvious lighting in a few spots, and Trams now honk before they run you over.
Tidal Lock: We found that Tidal Lock has become Land of a Thousand Airlocks and is really unfriendly to Spacemen just trying to do their job. We've tightened up (and shrunk) the trigger volumes on most airlocks for that map in particular, making it a bit easier to avoid being catapulted into space -- in most cases.
Gardens: The river is now easier to get out of once you've fallen in. This was a big point of frustration for players just trying to go for a nice walk in the park.
Map Rework: Space Bar has received numerous line-of-sight blockers, and most importantly, we fixed up the collision on the Noodle kiosk.
About a bajillion bug fixes! (Again, don't bother counting, you'll never make it.)
And with that, we leave you to enjoy Update 1.1. As always, you can view the full patch notes for more detail, and our future plans for Unfortunate Spacemen on the Development Starmap.
1.2 is next, should be a tad smaller than 1.1, and will lay down some groundwork for our major upcoming perk overhaul (aka Perkageddon) planned for 1.3.