MONSTROUS UPDATES

Unfortunate Spacemen · published

Hey guys! Zag here. Dave's not here this time, it's me, Zag, instead.

We didn't post any announcements for the last two updates because... Well, the problem with this game is the developers work so hard we literally forget to post news.

A good problem to have... right?

We released *three* major updates over the last month, so let's break 'em down!

0.2.27 "Containment"

Health Station Hacking

The Monster needed some more ways to mess with Spacemen. One of the biggest tests Spacemen could do was to force the Monster (or an unfortunate Spaceman) to use the Health Station to verify their identity -- because the health station gets all messed up when used by the Monster. To help counter this, The Monster can now place a remote arm on the Health Staiton, hacking it so that whoever uses it next also gets the messed up screen. If Spacemen don't notice the arm, they could accidentally shoot an innocent person who fell victim to this new Monstery trap. Pretty sneaky.

NEW Weapon: SMG

One of the weapon roles missing from the game was a short-range, burst weapon. For lack of a better term, an SMG. This tiny little bullet-hose zooms in 2x, and packs quite a punch against smaller targets. Against bigger ones? Well, it's a nice alternative to the Handgun, but it won't replace anything bigger.

NEW Shapeshifter Map: Containment

One of the Shapeshifter maps we've been wanting to make was an area based on the opening segment of co-op 1. So I did that. In like 4 hours. The map needs a few improvements and tweaks, but it's playable, and it's pretty neat. A very different kind of layout compared to just about any other map.

PATCH NOTES for 0.2.27 "Containment"

0.2.28 "Focal Plane"

NEW End-Round Screens

We felt the Monster really needed more recognition at the end of a match. The entire Shapeshifter mode revolves around the Monster, so now they get their time in the spotlight. At the end, there are now 3 screens - Monster, Employee of the Month, and your personal earnings. Everyone gets to see who the coolest players are now.

Kick/Ban System

Pretty self-explanatory. Hosts can now kick and ban people from their server. This was implemented after we watched a Streamer get griefed by some asshole. Don't be assholes, guuuuys.

BETTER Objective Scaling

Just did some rebalancing to require more objectives for Spacemen based on player count. We found out that people were completing objectives really, really fast.

BETTER Starting Perks for new players

Some of the starting perks, particularly Titanium Claws, does more damage now. It's basically a crutch for new players, to help them get more into the game. We've also made the monster beefier, but that actually happened in the following update.

MAJOR Map Overhauls

Gardens and Space Bar in particular received a ton of new changes, mostly focused on breaking long sightlines and adding more side paths for the Monster to use for ambush and escape. We also added a door to the east side of Outpost, so people stop dying out there so much due to lack of oxygen.

PATCH NOTES for 0.2.28 "Focal Plane"

0.2.28 "Focal Plane" Monster Overhaul

Monster Overhaul #1

We felt the Monster was having difficulty in the early game, and the level scaling we had put in was not properly achieving the goal we had in mind; allowing the Monster to build its power until the Monster was in a position to win fights. Instead, we're removing the level scaling for Health and Claw Damage, and now giving the Monster largely increased base HP and claw damage, plus increasing the Monster's health regeneration to better escape and recuperate without constantly feeling as though they are on the run and unable to evade damage from long distances. Along with the other changes in this patch, these changes should allow players, especially new players, to better engage Spacemen early game without sacrificing the deeper, higher skill gameplay his abilities have to offer. I also expect the Monster to now instill fear in Spacemen, even at Level 1.

New Weapon Damage Falloff!

We added falloff to the damage of hitscan weaponry in order to balance out the effect multiple (read: large groups of) Spacemen had on a fleeing Monster. In the previous state of the game, the Monster was effectively toast, at any range, when spotted by a bunch of Spacemen. Now those Spacemen will be doing far less damage, even if they pile on, so long as the Monster gains distance on them.

PATCH NOTES for 0.2.28.2 "Focal Plane" Monster Overhaul

WHAT'S NEXT?!

The New Monster Overhaul #2

Meaning tons of new animations and mechanics for the Monster. You can see a video of that in action on my twitter, here; https://twitter.com/geoffkeene/status/1025060419763761152

Co-Op Story Mission #2 - "The Core Labs"

Is basically done. We're just putting the final touches on this lore-filled, alien-blasting adventure.

The

PRACTICE RANGE

Where you can practice with all the weapons and abilities and stuff.

Be sure to drop into discord.gg/NewBlood to join our bustling community! and also our new Steam chat! It's Steamy... https://s.team/chat/Zz9C0q2k

Enjoy!
- Zag

https://store.steampowered.com/app/408900/Unfortunate_Spacemen/