Update 43 (New tutorial)

Zero G Arena

Zero G Arena is an arena shooter with zero gravity, ragdoll physics, grappling beams and magnet boots

Finally, a replacement to the old and extremely outdated tutorial. I personally feel like this is the final addition that promotes ZGA from an “early access” game into a “finished” game (although the full launch is still not for a couple of weeks or so [08/08/2018, don't forget!]). Anyway, I am now planning to make very few functional changes apart from bugfixes, in order to reduce the risk of introducing new bugs before the launch. Please do continue to let me know of any bugs you find. -Jon [h1]Changes[/h1] FEATURES: [list] [*]A brand new and improved tutorial! This is largely Max's work. It should be a better experience to the old tutorial, although it doesn't go into as much depth. It should provide new players with enough information to quickly grasp enough of the mechanics to join games and start having fun though. I would like to add “Advanced” tutorials in future, but that will most likely not be before launch. [*]You can now grapple “dead” players. [*]The open-in-game-menu controls are now rebind-able in the edit controls menu. [*]Increased the level of the default graphics settings to a medium level of detail. This means that people with lower end PCs will probably have to turn down the graphics settings as soon as they run the game for the first time. The next addition will hopefully encourage them to do so. [*]There is now a message that displays in the main menu when you haven't set any graphics options yet. [/list] MAPS [list] [*]Laboratory is now about half the size as it was before. It also now has basic AI support, although the bots won't be particularly good at making full use of the cylindrical sections yet. [/list] BALANCE: [list] [*]The melee kick now does less damage at lower speeds and more damage at high speeds. In other words, speed now has a bigger impact on it's effectiveness. As another result of this, the kick can now kill in one hit for an extremely high speed difference to the target. I usually avoid one-hit-kill things, but I'm making an exception for particularly epic kicks here. [/list] GRAPHICS [list] [*]Temple has a new skybox. [/list] SOUND: [list] [*]New soundtrack piece “Hypermassive Rotating Object”. I was initially very pleased with this one, but I'm now not sure if it fits into the game very well. I also tried a bit of a musical experiment for the second half of this piece of music. I've got a feeling it's going to come across as some kind of mistake though. Well let me know what you think of this one if it comes up anyway. [/list] MINOR INCONVINIENCES: [list] [*]If you've changed the weapon hotkeys from the defaults I'm afraid I might have invalidated those particular settings, so you may have to set them again. I'm going to try to avoid these kind of shenanigans after Early Access [/list] BUGFIXES: [list] [*]Added a brute-force fix for the pre-match timer being occasionally inaccurate for clients. [*]Added a similarly brutish fix for a highly intermittent issue I've observed whereby you are still on red or blue team after a dedicated server map change to a non-team mode from a team one. [*]Eliminated the cause of a memory spike that I believe was still occasionally causing a crash on the dedicated server when changing maps to Temple. [/list]