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v0.1.2 “Emergency Crash Ejector” is LIVE!

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

v0.1.2 "Emergency Crash Ejector"

Summary: Lots of crash fixes, a few small tweaks to balance, some bug fixes all across the board, and a few brand new features.

Change Notes:

Engine Upgrade: (IMPORTANT!)
- UE4 version upgraded from 4.10 to 4.11.
- Small side affect: Depth of Field has been disabled, as it is broken (in windowed mode) in UE4 4.11. Will re-enable it when a stable UE4 build is out that contains the fix. If you see a black screen or black background in the menus or elsewhere, please go to your graphics settings and simply change your settings once. This should remove Depth of Field if it was somehow turned on. If you are not using windowed mode, this might not even be an issue.
- Potential Side Affect: It's possible there are some mouse cursor visibility issues as well, a side-affect of upgrading a project from 4.10 to 4.11. We will get them fixed as swiftly as possible. In the meantime, know that your mouse cursor is still there, and becomes visible if you hold down your cursor over a menu button. Hopefully you don't experience this issue too often, or at all.

Crash Fixes:
- Potential fix for crash encountered when starting a round
- Potential fix for crash encountered when selecting a color from the monster's appearance menu
- Potential fix for some fairly random crashes caused by various interacting systems

Spaceman / General Gameplay:
- Spacemen (and the Monster) can now hold the J key to view themselves (from the front) in third person. This helps the Monster see exactly what they might be disguised as, and is just kinda neat-o.
- Large improvements to the joining and late-joining systems that could cause all kinds of issues, such as getting stuck locked out, or not spawning properly. If you join late, but during or right after the initial spawning wave, you may have to wait about 10 seconds or so before the game decides what to do with you. In most cases, you should start the spawn sequence immediately if less than 5 minutes has elapsed. If more than 5 minutes has elapsed, you should now correctly go to Heaven and spectate the rest of the round.
- Lowered kill camera angle by a bit, to better show the dead monster at the end of the round. This is the same camera used for viewing yourself in 3rd person, and when showing who killed you, so these will be somewhat lower as well.
- The Congratulations/Failure bar at the end of the game is now mostly transparent, so you can see the surrounding scene more easily.
- Changed font and some spacing on the Congratulations/Failure bar when the game ends.
- Flamethrower now stops playing its SFX if the game is over
- Post Game Scoreboard now shows who was the Monster, indicated by the (you guessed it!) monster icon
- Post Game Scoreboard now shows who died during the round, indicated by a (yep!) skull icon
- Post Game Scoreboard now shows who was not in the round, but instead was an angel spectator the whole round, indicated by a camera icon (and lack of color designation)
- Improved overall look and coloration of the Post Game Scoreboard
- The Emotes Radial Menu has been cleaned up a bit, both visually and layout-wise, moving the Close button to the center.
- Changed the placeholder art for the Action Hero perk as it appears in the Gear Slot when in use
- Gear items now appear on the back of a Spaceman, so others can tell what gear item they have.
- Fixed visual bug where dropping some items would make a small cube appear on the item
- Overhead map should now always close upon death and not get stuck on the screen
- Corpses should no longer be able to win the game when all the spacemen are dead
- Objective Notifications (example: All Transmitter Uplinks Established) can no longer pop up after the game is over.
- Radial Emotes Menu and Crosshair should no longer stay up after death.
- Increased resolution of the blocky pixel effect and lowered intensity of vignette on security cameras.
- Fixed bug where late-joiners and Angels couldn't see player suit colors and would see everyone colored white. Also fixed a bug where the late-joining player would visually show up as white to everyone.

Monster Gameplay:
- VOIP icon no longer shows up when Monster is burrowed
- Slightly increased volume on Monster terror SFX
- Removed many of the blood particles from Monster transform. Possible cause of framerate spike when monster changes in front of spacemen.
- If the Monster is Employee of the Month, the wallpaper behind the photo is now covered in somebody's blood. Probably not his.
- The Monster can now arm airlocks and turn off the power by swiping the buttons/levers with their claws while in monster form.
- Monster Shapeshift Energy decay per second has been increased to 0.75, from 0.5. This means the shapeshift will wear off slightly quicker now, as we found Monsters have been getting too comfortable in their human skin.
- Along with the existing sound effect, the Monster will now receive a red-text warning on their HUD when their shapeshift is getting low, to make this more clear to the player.

Menus:
- If a player tries to join a server that is not the same version, an error message should now pop up, instead of simply booting them from the game.
- Double-clicking on a server in the server browser will now give instant feedback and tell you that you're attempting to join a server, instead of simply sitting there for a few seconds doing nothing.

Maps:
- Echo: Apparently someone broke the gravity generator, because there were a couple potted plants floating in a hallway. Those are no longer floating.

Bots:
- Fixed issue with bots not receiving their colors in some cases
- Bots no longer see or shoot at the monster (much) if the monster is burrowed

Enjoy!