Cosmetic

Updated a day ago

Cosmetic-related fixes

Animation

  • Added a setting to force "terminal resolution" (970x580, "Default" setting is 860x520) for high fidelity gameplay
  • When a nutcracker or another player is reloading a shotgun, the shells animate properly
  • Items inside of a microwave now spin with better synchronization to the animation of the microwave plate
  • Pulling the ship lever now locks the camera; Configurable with LockInTerminal
  • Fixed items sometimes playing incorrect animations when scrolling into an empty slot and then scrolling into/grabbing them
  • Fixed car key rotating 180 degrees (hiding its more detailed side) when it is twisted in the ignition
  • Sitting in the sofa chair now locks your camera; Configurable with LockInTerminal
  • Recharging items in the coil now locks your camera; Configurable with LockInTerminal
  • Increased interact cooldown on jack-o'-lantern and plushie pajama man for consistency with animation and audio; Configurable with AdjustCooldowns
  • Increased use cooldown on cash register, clown horn, and hairdryer for better timing with animation and consistency with audio; Configurable with AdjustCooldowns
  • Pill bottle, spray paint, and weed killer are now inspectable
  • Tongue no longer gets stuck in the wrong animation frame when dropped by other players
  • Fixed items spinning forever if they are removed from a microwave via any means other than grabbing them directly
  • Heart animation now responds properly when player's fear level is increasing/decreasing
  • Knee transitions LOD further from the camera to make an ugly shading issue with the exposed bone less noticeable
  • Sapsucker eggs can no longer be inspected (which allowed you to see unhatched babies through the shell)
  • Player no longer plays climbing animation with increased/reduced speed when mounting a ladder from a slope
  • Player no longer renders with 2 separate pairs of arms on security cameras

Player Death

  • Players who are killed by lightning strikes now "jitter" like circuit bee and electric chair deaths
  • Players who die inside of the ship and corpses which are teleported to ship will now immediately display "USERNAME collected!" on the UI; Configurable with BodiesCollectSelf
  • Players who die to Stabbing will now be covered in blood
  • Players who die to any form of explosion will now be burnt; Configurable with CharredBodies
  • Players who die to a Cruiser explosion will now just appear to have scorched suits, and won't completely melt (like from the Old Bird blowtorch)
  • Players who die to Snipping will now use the correct suit color on their legs
  • Players who die to any form of decapitation will now use the correct helmet texture
  • All player corpses now display suit "attachments" (bunny ears, bunny tail, bee antennae, birthday hat)
  • All player corpses now display badges (V.I.P. Employee, Intern/Part-Timer/Employee/Leader/Boss)
  • Player corpses no longer display "Value: $5" anywhere other than the Company building (since they despawn after the round concludes)
  • Player corpses are now burnt when dying to the electric chair; Configurable with CharredBodies
  • Players who die to a giant sapsucker now use the correct suit color
  • Player corpses are now burnt when dying to a crashed jetpack; Configurable with CharredBodies

Scan Nodes

  • Landmine's radar dots, scan node, terminal code, and colliders now disappear when they detonate
  • Fixed out-of-bounds "Main entrance" scan node on Gordion
  • Fixed "Ship" scan node not actually following the movement of the ship when taking off or landing

Sound Effects

  • TZP auditory effects no longer persist permanently after players are fired
  • Fixed mineshaft echo persisting when quitting a lobby in the caves and rejoining another lobby
  • Mineshaft echo resets when you are dead, or not inside the building
  • Fixed "machine ambience" being disconnected from the actual entrance (sometimes even out of bounds) on Experimentation, Offense, Adamance, Rend, Titan, and Embrion
  • Fixed weird pitch bending effect with audio from very fast spike traps
  • Detonated landmines no longer make sounds when swinging a shovel where they were located
  • Breaker box no longer hums when the round starts with the power turned off

For more sound-related fixes, see Enemy Sound Fixes.

Syncing

  • Clients now correctly tag all scrap in the ship when joining a new lobby, preventing it from polluting scan results or the radar display
  • When late-joining a lobby with an apparatus on the ship, it will no longer hum or display the radiation warning when it is grabbed
  • Fixed non-host clients seeing "Scrap collected!" hologram multiple times for the same item
  • Fixed first-time furniture "storage" terminal tutorial only displaying for non-host clients
  • "Items missed!" popup now displays for all clients when the dropship returns without being emptied
  • When any player collects a data chip, that data chip disappears for other players immediately, not just when the moon is landed on again
  • Fixed missing/duplicated entries on bestiary/SIGURD for non-host clients

Terminal / Monitor

  • Terminal "scan" command now displays value-on-ship when parked at Gordion; Configurable with ScanImprovements
  • The "No signal!" screen now consistently activates when watching players specifically inside cave tiles
  • The "No signal!" screen now displays when a player's body has been completely destroyed, such as by a Forest Keeper or Earth Leviathan; Configurable with NoBodyNoSignal
  • Fixed some instances where the radar's "exit line" would display when not spectating a living player
  • The credits display in the top left of the terminal now expands its background to fit the entire number
  • The upgrades list (accessible by typing "upgrades" in the terminal) now displays all 4 ship upgrades at the correct prices
  • Terminal now displays "1 purchased vehicle on route." when the Cruiser has been ordered, similar to normal items
  • Interacting with the terminal now locks your camera, and the screen & text input field are now activated immediately; Configurable with LockInTerminal
  • Offense no longer displays Assurance's video reel on the ship monitor
  • Gordion can now be routed to by typing "gordion" in the terminal; Configurable with TypeGordion
  • Purchased decor no longer displays on the store listing, with the otherwise unused "[No items available]" text displaying once the entire supply is bought out; Configurable with FilterDecor
  • Decor items display prefixed with a bullet point like everything else on the store page
  • Ship screen's monitor should no longer display "Player" as a username before switching the screen for the first time
  • Fixed the terminal being invisible on the ship's camera
  • Fixed landmine radar dots being positioned under the floor sprites in most rooms
  • Fixed radar booster dots being positioned under the floor sprites in most rooms
  • Fixed "wind" particles only displaying the first time the ship is rerouted after hosting the lobby
  • Tried to fix some clipping issues with the "camera flash" from switching radar targets
  • Fixed Experimentation displaying the wrong weather on the ship screen immediately after being fired

Text

  • Fixed bee hives and eggs displaying "VALUE:" instead of "Value:" on the scanner
  • "Mask hornets" is no longer improperly capitalized on the bestiary listing
  • Microwave prompt change from "Store item" to "Use microwave"
  • Inverse teleporter now says "Beam out" on the interact prompt instead of "Beam up"
  • All inspectable items now display "Inspect: [Z]" on the UI
  • Renamed "Golden cup" to "Golden goblet"; Configurable with TheGoldenGoblet
  • Apparatus is no longer misspelled "Apparatice" on the scan node
  • Fixed orange suit displaying "Change suit" on its interactable instead of "Change: Orange suit"
  • Challenge moons based on Embrion now display "Devoid of biological life." on the fauna description, as to not conflict with their randomly generated name

Visual Effects

  • Fixed foliage on older moons changing color from brown to green at long distances
  • Water droplets now appear on the visor when staring into the sky during flooded weather, not just rainy/stormy
  • Restored film grain and bloom effects to certain screens, like the original pre-release demos; Configurable with RestoreFilmGrain
  • Fixed TZP audio effects persisting when quitting a lobby under the influence and rejoining another lobby
  • Player corpses are now covered in blood when they get stuck to a spike trap
  • Fixed water droplets in cavern tiles billboarding incorrectly when you stand underneath them and look up
  • Fixed stormy weather "static particles" billboarding incorrectly when viewed from above or below
  • Fixed orbiting flies appearing massive at far distances on certain scrap items
  • Laser pointer no longer shines through walls when pocketed
  • Rain particles (Rainy/Stormy/Flooded) now collide with the Cruiser
  • Player's shadow no longer renders two separate helmets
  • Player's shadow now correctly renders suit attachments (bunny tail)
  • Fixed several broken tree renderers (mostly LOD1) on March
  • Visual adjustments (mostly clipping related) to Rend and Artifice's fire exits
  • Moved an (out-of-bounds) door prop on Experimentation which was noticeably disconnected from its doorway and just clipping inside a wall nearby
  • Made an out-of-place-looking white ceiling rectangle that sits above Experimentation's main entrance invisible
  • Improved some weird fog density behavior when jetpacking around the water tower on Experimentation
  • Fixed players glowing green when observed from the ship deck while they are selected on the radar camera
  • Fixed some issues where spray paint decals would never become visible after being sprayed, at certain framerates
  • Fixed bathroom, bedrooms, pool, birthday room, and garage not responding to the power state of the interior (and thus always having lights on)
  • Fixed some lights on Dine and Artifice's exteriors matching the power state of interior lights
  • Fixed a bug which would cause flashlights/laser pointers to shine incorrectly when you had multiple pocketed in your inventory at the same time
  • Fixed players permanently bleeding if they are critically injured when everyone is healed at the end of a round
  • Fixed a pipe prop sometimes appearing in front of fire exits or breaker box in mineshafts