Many of you have noticed there has been a spate of updates this weekend!
From a dev standpoint these versions 40/41 area big update with some exciting improvements added that I can already tell are making a difference for new players to ease into the game.

Laser sentries are a new map element that can only be toggled on/off directly by robo. Hopefully map authors can use them in some interesting ways ːsteammockingː
Here are some highlights of the changes:
Added 'death cam' to better know how you diedAdded 'laser sentries' which are much like regular sentries except always on - VERY dangerous!Added edge terrains to the maps so that they integrate with voids now (which makes maps feel more polished)Added variants to many of the more repetitive tilesCorpses carried by bunnies in their front slot are now totally hidden in the water!Spectators can now see robo's bonus and ammoLinux builds are stable once again! So this means really easy to set up virtual servers again - enjoy! :D
-new void integration-
For the next days I will be finalizing and shipping out a new "strategy tips" tutorial to make the game
yet more accessible to new players.
See below for the comprehensive change list :)
MAP AUTHORS!
Signifiant changes have been made to the tile set - this version of OBEY is meant to have a tileset very close to the final version so please review your maps especially if you used 'high concrete' on any of them becasue that no longer integrates with low grassPower plants no longer need an 'id' set on them, this is done automatically for us nowTry out the void terrain and use it to make the maps feel a lot more finishedand of course the new laser sentries, which can be used to make an area of the map inaccessible to bunnies with no collars. Keep in mind that laser sentries line of fire can also be 'blocked' with items (just like the electrical sentries) - this is very difficult to do but could be part of a map design since the laser sentries have a visual indication of when they will fire which can be used to time up a sneaky way past depending on what items bunnies have and what the layout is.

CHANGE LIST:
v .41r2
fixed bug where maps that used glow grass could crash the gamegave a pass to explosion particle effectswhen delays/lag occurs during objects being destroyed by explosions, it will be much less noticeable now.modification to laser sentry positions on airstrip
v .41r1fixed bug where shadows would not always display properlyfixed bug where the tutorial would start as robo instead of bunnyfixed bug where the 'depositing corpses penalize robo' help popup occurred at wrong timesfixed bug where the 'kill cam' would incorrectly function when a client was subvertedfixed bug if a robo switches to spectator, the bonus would not be updated for spectators
v .41r0fixed bug where sometimes terrain on clients would not match the serverfixed bug where depositing items with an empty robo would cause server errorfixed bug where the wrong image would show on the loading screen tipslinux builds are once again stable
v .40r0added 'death cam' to better know how you diedadded edge terrains so that voids will now be integrated with the mapadded transition from high grass to low sand, which provides very good cover, but only if bunnies get right up against itadded variants to many of the more repetitive tilesadded laser sentry. Laser sentries are always on except when manually toggled on/off by robo.added delayed secondary explosions. Now, when a pile of goodies explodes, any secondary explosion times will stagger.added that spectators can now see robo's bonus and statscorpses carried in the front slot are now totally hidden in waterrobo is now prevented from activating sentries while they are already active, preventing robo from wasting ammo.when activating sentries, the activation sound will only occur if it was successful, otherwise a 'fail' sound will playai will now call out winning players slightly earlier (when they are within 2300 from a win and are far ahead of the bot)adjusted all 'official' maps to have integration with the voidmap authors no longer need to set the id property on power plants, as they are now set automatically via the Tiled idfixed bug where placed mines could be destroyed by nearby explosionsfixed bug where if a player walked into robo with corpses but there was no one controlling robo, the server would errorfixed bug where sometimes robo's shooting sound would play during robos flame soundfixed power plant on zoneFar so that it isn't buried in treesfixed bug in tutorial where dummy bunnies would scale wronglyfixed tutorial text bugs on certain langauges by converting the instructions HUD to NGUI instead of Unity Canvasfixed bug where special characters would not display vertex coloring in confirmation boxesfixed bug in story translations where special characters wouldn't showimproved tutorial texts (simplified/clarified beginning texts)tutorial now shows the scores adding up to help illustrate how it will be in an actual gamereplaced the 'shortcut' void in airstrip with laser sentries, making it theoretically possible but almost suicidal to passvarious map tweaks and fixeslowered dropship volumelowered intro music volume