Sorry for no role image update, that will come as soon as I can get it.
Full patch notes:
New Roles:
Cleric (Crewmate Protective): Cleric is a Crewmate Protective with 2 abilities, the first being cleanse which removes negative effects from a given player and the second being barrier which gives temporary defense to a given player. The Cleric may be notified (setting) if the barriered player is attacked.
Eclipsal (Impostor Concealing): The Eclipsal can blind other players, the ability is an AOE which blinds all players in the given radius to have no vision. When the ability is used they quickly lose vision until they have no vision. Blind lasts a set duration (setting). When reverting to normal vision it will quickly gain vision just like they lost it. Blinded players’ report button also no longer lights up.
Mercenary (Neutral Benign): Mercenary is a Neutral Benign that has 2 abilities, the first, guard (uses 1-5), allows them to guard a player, if that guarded player is interacted with in any way they gain 1 currency, with a certain amount of this currency they may bribe (the second ability) a player, if this player lives and goes onto win the game (assuming they are not Neutral Benign, Neutral Evil or get a lovers win) the Mercenary wins too. The bribed player also learns a Mercenary bribed them if they are not a Neutral Benign or Neutral Evil.
Plumber (Crewmate Support): The Plumber has 2 abilities, the first being Flush, which ejects all players currently in vents, the Plumber is notified if someone was ejected and has an arrow pointed to each flushed player for 1 second. The second is Block, which will place a barricade on the vent the following round onwards preventing it from being used.
New Modifiers:
Celebrity (Crewmate Modifier): Celebrity is a Crewmate modifier that lets everyone know the following meeting how, where and when you died that round.
Immovable (Global Modifier): Immovable is a Global modifier that makes you immune to movement from transport/disperse/meetings.
Satellite (Global Modifier): Satellite is a Global modifier with a 1 time use ability to detect all dead bodies.
Taskmaster (Crewmate Modifier): Taskmaster is a Crewmate modifier that automatically completes a random task after each meeting.
Role Reworks:
Altruist Rework: Mass resurrect, you can revive from near any dead body (1-5 times per game), when begin to use, all Imps/NKs see the Altruist reviving via arrow and Altruist colour flash, therefore can interrupt it via killing them or reporting. If it is not interrupted, all players who died that round, who are not cleaned and are in the range of the Altruist are revived. The Altruist and all revived players cannot button for the rest of the game. All revived players will have an arrow pointing to them for the killers. If a revive is interrupted the Altruist still loses a use. The Altruist cannot move when reviving. Maximum of 1 revive per round.
Arsonist Rework: Arsonist will now have Impostor vision and the ability to vent (settings). Douse and Ignite still share the same cooldown, douse will work the exact same way as it does now, however, there will not be a max douse limit. Ignite no longer targets a player, and instead is an AOE around the Arsonist. All doused players in this AOE when ignite is used, will die. Passive douses have been added (interactions on the Arsonist).
Soul Collector Rework (Neutral Evil to Neutral Killing): The Soul Collector will only have 1 ability, reap, when a player is reaped they instantly die, however there is no body left on the ground, instead, a soul will be left on the ground. The reaped player will show dead on vitals.
Warden Rework: Warden blocks direct kills in addition to all interactions. Warden Fortify will be visible like Medic Shield (settings). Fortify is only removed when the target dies or disconnects. Fortify no longer blocks assassinations.
Role Adjustments/Improvements:
Doomsayer Buff (Setting): Needs to guess all 3 roles at once.
Imitator can no longer Imitate Mayor due to not being unique.
Jailor QoL Improvement: When a player is jailed they see a jail screen similar to blackmail.
Jester/Survivor Nerf (Setting): Scatter mechanic added, basically the Jester/Survivor cannot remain in the same location or a close location for too long or they will suicide.
Medic Buff: Medic Shield can be reused when target dies or disconnects. The person attacking the Medic Shield gets the green flash too.
Oracle confess and bless divided into two buttons, bless now prevents all meeting abilities to kill blessed players. Oracle has been moved to Crewmate Protective.
Traitor Buff: When the player becomes the Traitor, they get to choose an Impostor role to gain between 3 options. They still identify as a Traitor and need to be guessed as such.
Venerer 3rd ability change: Slow in area around Venerer, however make it much more harsh (default 0.25x speed). The closer a player is to the Venerer, the slower they move.
Role List Improvements:
All roles are no longer unique aside from Crew Power, Neutral Killing and roles that don’t spawn from the role list.
New Buckets: Crew Power (Jailor, Politician, Prosecutor and Swapper) and Crew Special (Crew Killing and Crew Power roles).
Now can have multiple modifiers (1 of each type plus Lovers).
Minor Changes:
If there are Neutral Benigns/Neutral Evils alive to the point where there are no opposing factions for Neutral Killers or Impostors, the game will end.
Neutral Evil Roles win end game setting changed for each individual Neutral Evil role.
Added new map setting to swap Airship doors out for Polus doors.
Haunter/Phantom/Traitor assignment and end game code changes, first dead isn’t always Haunter/Phantom now.
Crewmate role no longer appears white but is instead the Crewmate Blue.
Changed the order of the colour picker menu to look cleaner.
Added visible percentage for Oracle’s reveal on death.
Venerer now instantly gains the next ability on each kill instead of the next ability use.
Made a priority order for methods of protection: First Round, Fortify (Warden), Shield (Medic), Barrier (Cleric), Protect (Guardian Angel).
Standardised Kill cooldown reset when not hitting Fortify/Shield to a standard cooldown (applies to Cleric, Guardian Angel and Survivor).
Seer no longer sees Imitator change colour when they change roles.
Changed number of assassins setting to be “None, 1 or All” instead of an integer value.
Confess/Jail/Observe/Track/Trap/Watch default cooldown changed from long to short format (10-60 secs to 1-15 secs).
Removed some unused Medic settings.
Doomsayer guess Neutrals/Impostors settings removed, can now always guess them.
Changed “The Glitch” to just “Glitch”, also removed the hack distance setting.
Grenadier indicator setting removed, now is always true to see indicators.
Hat loading system slightly modified.
Notify settings change setting added.
Max Tasks Adjusted from 4, 26, 15 to 4, 8, 4 (common, short, long).
Haunter/Phantom now require line of sight in order to be clicked.
Added options for Executioner/Guardian Angel to become Mercenary on target’s death.
An Amnesiac remembering each neutral results in the following: Neutral Benign becomes Survivor, Neutral Evil becomes Jester and Neutral Killing becomes Mercenary with the Amnesiac bribed.
Phantom no longer has an option to spook someone on victory.
Changed some role intro/task text.
Updated Vanilla roles to have intro/task text.
There no longer needs to be Crewmates in a game for the game to function.
Glitch can now have Button Barry.
Glitch Hack and Mimic buttons moved to where all other buttons are.
Protection methods are concealed when not in a player’s default player outfit.
Bug Fixes:
Better Polus locations task adjustments are now named correctly.
Start/Cancel button in lobby can no longer be spammed more than twice.
Fixed some chat command issues.
Fixed an issue with Altruist revive arrows when someone disconnects.
Fixed a bug where you could click a dead body to report it while hacked or when Hunter/Sheriff can’t report when their kills.
Fixed a bug where the Jailor’s jail did not disappear after the target dies meaning they could still execute them.
Fixed a bug where the Imitator jail would still show after the jailed dies/disconnects mid-meeting.
Added a delay when using Blackmail/Jail to sync with server to prevent occurrences where different people appear blackmailed/jailed the following meeting.
Fixed a bug where multiple Mediums would cause some arrows to fail following targets.
Fixed multiple instances of using Button Barry would also use their role’s ability in addition to buttoning.
Fixed a bug where Prosecutor couldn’t prosecute if they couldn’t skip in a meeting.
Slightly lowered the bomb and trap’s y position to give a better indication on where the bomb/trap actually is.
Fixed a bug where if the Hypnotist disconnected some people would be permanently hypnotised.
Vote is now invisible if blackmailed can’t vote and blackmail is meant to be invisible.
Fixed a bug where Glitch/Morphling would not unmorph if their morph target disconnected.
Fixed instances of the First Round shield not disappearing after the first round.
Fixed the Lover of someone who gets assassinated dying twice in a meeting and going into a glitched meeting state.
Fixed Sheriff Kill Count being incorrect if they were a lover that died due to their other Lover’s death.
Made the following tasks exempt from Multitasker: Vitals, Collect Shells and Mushroom Door Sabotage. This makes them doable/visible.
Fixed issues where Medic Shield and Guardian Angel Protect would stay after being bitten by a Vampire or turned into Traitor.
Fixed instances where hypnotised players would see some players get changed twice resulting in them being half swooped and half morphed.
Fixed Mini being unable to do Brig download.
Fixed instances of a long name wrapping making 3 lines for a player’s name instead of 2.
Imitator using Snitch no longer reveals their role to be Snitch, however, still has arrows pointing to them. This fixes the issue where Imitator has a Snitch coloured name the following meeting for Impostors.
Fixed a bug where you could zoom out before a game starts.
Fixed Reactor/O2 emergency flashes not working after a role ability made a flash happen on a players screen already.
Fixed a bug where modifiers were being checked twice before being added to the game (e.g. if a modifier was on 40% the odds of it appearing were 40%^2 which equals 16%).
Fixed a bug where killing as Shy while swooped made the character into a glitched state.
And probably more that I don’t remember!