Happy Turkey Day!
With Thanksgiving once again upon us, I wanted to take a second to say a HUGE thanks to all of you. It's been a hectic, relentless sort of year to say the least, and your support has really meant a lot to me. Here's how: Streets of Rogue 2 Support The hype for this game has always been a major source of encouragement, and this year was no exception! But in particular this year, I especially appreciate everyone's PATIENCE! Missing multiple release dates isn't something I was anticipating at the start of 2024, but the encouraging and understanding responses I've received have helped a lot to make me more comfortable with things. (And to be crystal clear, going forward there will be no more release date announcements until I'm 100% sure!) Feedback Every suggestion, comment, and nutty idea helps make the sequel better. Great insights can spark from anywhere, so I make an effort to read everything that gets posted. I'm super thankful you keep all this feedback coming here on Steam, on our official Discord server, in the subreddit, and scrawled on my patio... My son used this medium to inquire about SOR2's release date. SOR 2 Demo I'm always down for some good ol' constructive criticism, and boy oh boy did I get it this year! Admittedly the Streets of Rogue 2 demo released in a bit rougher shape than I'd have liked, and while I'm thankful that most players have been understanding of this "not fully cooked" status, the more critical feedback that I've received has been tremendously helpful. Rest assured that no issue is going unnoticed! The demo will continue to get updates until Early Access (including one very soon with full gamepad support), so be sure to check in once in awhile and shoot me some feedback, as it will really help the game to launch in better shape! Community Events Just loads of good vibes and high energy all around. The overall positivity of the Streets of Rogue community is an increasingly rare thing in the internet gaming landscape, or really any internet landscape. P.S.: SoR 1 is 80% Off Right Now! Yup, the Steam Autumn Sale is on, and Streets of Rogue 1 is going for a ludicrous discount of 80% off until December 4th. If you've already got yourself a copy, remember that it makes a great gift for friends and foes alike. https://store.steampowered.com/app/512900/Streets_of_Rogue/ Also, feel free to pick up the discounted The Making Of Streets of Rogue, Soundtrack, and Character Pack. You can get all three for less than 1/3 the cost of a McDonald's value meal in 2024! WHAT THE HECK IS EVEN GOING ON??? https://store.steampowered.com/app/1064720/The_Making_of_Streets_of_Rogue/ https://store.steampowered.com/app/1285810/Streets_of_Rogue_Character_Pack/ https://store.steampowered.com/app/594700/Streets_of_Rogue_Soundtrack/ Here's hoping you all have an awesome Thanksgiving, or just an awesome day if turkey isnt your thing. That wattle has always weirded me out. We're having Thai at my house. And stay tuned, as some SOR2-related updates should be dropping over the coming month! Matt D
[ 2024-11-29 09:19:37 CET ] [ Original post ]
Hey everybody,
Matt here, and Ive got some development news about Streets of Rogue 2.
-
The Streets of Rogue 2 Island Alpha Demo is OUT NOW, just in time for Steam Next Fest!
[quote]Download it from the game's Steam page
[/quote] - Streets of Rogue 2s Early Access release is moving from October 22 to some other point in the near future. Keyword near, we dont intend for this to be an enormous wait. The exact date will be announced closer to launch.
- The demo includes a small chunk of the game world featuring content that may or may not be included in the full release. Youll be playing on an island away from the main landmass where the game takes place.
- The goal of the demo is to take down the Mayor or otherwise gain their favor. However, youre free to pursue other goals if you please.
- Youll have access to a small selection of character classes, allowing you to tackle the content from multiple angles.
- The world is randomly generated, though the key features of the island will be similar on each playthrough.
- I will try to slip in some mutators before release or shortly after.
- The demo doesn't have controller support, but it will be added to the demo later.
- Local co-op support is also not in the demo initially but will be added after release.
- Online multiplayer is also not available in this demo.
- Ill continue updating the demo up to the Early Access release based on feedback from players and other changes that Im making to the full game.
REDDIT TWITTER (X) TIKTOK
[ 2024-10-14 13:54:11 CET ] [ Original post ]
Hey there, rogues,
We continue to celebrate the 5th Anniversary of Streets of Rogue, and this time, we're starting a tournament for people who like to play fast. To schedule a match, please join our official Discord server.
Speedrun Tournament
[quote]
Basic Rules & Info
Sign up for the event using this link. These sign-ups will last until July 27, 2024 19:00 CET.. We will seed everyone into a single elimination bracket, where you must play a best of three against your opponent to proceed.
After you sign up, join the Streets of Rogue Discord server to schedule a race there.
Races will all be Cardio% and must be done using Racetime.gg. Read more info on our Discord.
Prizes
Of course, we had to fan the flames of competition by getting rewards for the winners. The top four players in the tournament will receive a prize, those are the following: [olist]
Be sure to wishlist Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ [hr][/hr]Join the community: DISCORD TWITTER (X) TIKTOK REDDIT
[ 2024-07-19 17:00:32 CET ] [ Original post ]
Hi all, Matt here!
I have a couple bits of development news! Heres the short version:
[olist]
Go to the game's page and click the "Request Access" button to sign up now:
The prospect of releasing a pre-Early Access version of SoR 2 has often crossed my mind. But while SoR 1s simple level-based structure lent itself well to creating nice little vertical slices of gameplay to iterate on, SoR 2s long-gestating open world and numerous broader-scale systems have taken longer to gel. Even then, theres still a LOT of malleability in a lot of areas of the game, which is why Id like to hear your opinions! Thanks for your patience, everyone! Looking forward to getting the game into your hands! [hr][/hr] Join the community: DISCORD REDDIT Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK
[ 2024-07-18 17:09:07 CET ] [ Original post ]
Hey there, rogues!
Today marks the 5th Anniversary of the release of Streets of Rogue! Thank you for being with us all this time, people! Time really flies. The game entered Early Access on Steam back in 2017. And look where we are now! It's already been five years since this game's full release in 2019. So many memories were made, and so many are still to come, with the sequel on the horizon. Unfortunately, due to the Mayor's budget cuts, there will not be cake for the anniversary event. Instead, to reminisce on the times, we decided to host a lil' anniversary event!
Video Clip Event Rules
[quote]
- From July 12th to July 26th, share your gameplay video clips from Streets of Rogue in this channel. All kinds of memorable moments are welcome: funny or ridiculously absurd situations, a near-death experience of avoiding the game over screen with 1 HP, you name it. Feel free to include voice-over, subtitles (preferred language: English), overlays, or memes; however, the video you submit must be based on gameplay footage.
- Your video submission must be from 10 seconds to 1 minute long.
- Multiple submissions from one person are allowed. Both older and newly-recorded clips are eligible.
- You can upload video clips to file hosting services like Dropbox or Google Drive and share the link in the comments. You can also upload a video to YouTube (Public or Unlistedas you prefer.) Alternatively, join our Discord server and share your submission in the "5-year-anniversary" channel. Members of our server are currently voting for the best clips; the 10 best videos with the most votes will be featured on our Twitter (X) profile.
- The contest concludes on July 26 at 7:00 PM CET / 1 pm ET / 10 am PT.
Speedrunning Tournament Starts Next Week!
Furthermore, to celebrate the 5th Anniversary, we'll be hosting a Streets of Rogue Speedrunning Tournament starting July 19th! Compete with others in a server-wide tournament to get the best time. Sign-ups and more information will follow next week. On behalf of Matt and tinyBuild, Happy Anniversary again, and thanks for being awesome! [hr][/hr]
Be sure to wishlist Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ [hr][/hr]Join the community: DISCORD TWITTER (X) TIKTOK REDDIT
[ 2024-07-12 17:10:05 CET ] [ Original post ]
[quote]
[/quote]
Streets of Rogue 2 is coming out on Steam in Early Access on August 14th!
Check out our new gameplay trailer featuring a killer track by Perturbator: [previewyoutube=giKX3jFF47A;full][/previewyoutube] [hr][/hr] Join the community: DISCORD REDDIT Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK
[ 2024-06-09 20:15:33 CET ] [ Original post ]
What's going on, Rogues!
Streets of Rogue 2 news. We've just shown a new Gameplay Trailer at Triple-I Initiative. It features fresh gameplay, showcases the sequel's freedom of choice, and teases crazy mechanics like... rat summoning?
Watch it now:
[previewyoutube=7AJBiX-N3Sg;full][/previewyoutube]
More exciting news incoming. We will release a Playable Demo at Steam Next Fest in June! Keep your eyes peeled.
[quote]Also, here are some new screenshots: [table noborder=1 equalcells=1] [tr] [th]
[/th] [th]
[/th] [/tr] [tr] [td]
[/td] [td]
[/td] [/tr] [/table][/quote] [hr][/hr] Join the community: DISCORD REDDIT Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK
[ 2024-04-10 17:43:42 CET ] [ Original post ]
Hey, rogues.
We've got an update for you in the form of a devlog entry from Matt. With this one, he wanted to go technical, so expect an in-depth look at the procedural generation system of the sequel. We at tinyBuild and Matt had lots of fun putting this video together for you; I hope you'll enjoy it. Check it out: [previewyoutube=nGahQVeBoTY;full][/previewyoutube] As usual, thank you for your support! Stay tuned for future announcements, and be sure to wishlist Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ [hr][/hr] Join the community on Discord: DISCORD Follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK REDDIT
[ 2024-02-15 18:04:29 CET ] [ Original post ]
Hey there, rogues!
The Christmas Fan Art Contest ended last week, and we spent a couple of days selecting the winners. It was hard, not going to liewe were amazed at how awesome every single submission was! Community managers, moderators, and Matt voted for their favorite pieces of art, and that's what we came up with:
Christmas Fan Art Contest Winners
1st Place:
Watch the full video of their crochet here [hr][/hr]
2nd Place: Facundo Ezekiel
[hr][/hr]
3rd Place: DUDOSS19
[hr][/hr]
4th Place: Serena
[hr][/hr]
5th Place: Cabbage
We've contacted the winners to present rewards to them. The rewards include Steam copies of Streets of Rogue 2 once it comes out in Early Access, digital postcards, a digital copy of a game published by tinyBuild of their choice, and a personal Congrats Video for the winners from Matt. Watch it here: [previewyoutube=Lrw_hW4OOWU;full][/previewyoutube]
Join our Discord to see the rest of the works
Thanks so much to everybody who participated in the contest. See you all soon, rogues! Keep your eyes peeled for more Streets of Rogue 2 devlogs from Matt. [quote]Link to DEVLOG 1: Open World, Inspirations, First Playtests[/quote][hr][/hr]
As always, wishlist & follow Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join the community: DISCORD TWITTER (X) TIKTOK REDDIT
[ 2024-01-11 17:00:00 CET ] [ Original post ]
Hey there, rogues!
We've got a lot of exciting stuff for y'all before Christmas. It's not the release date of Streets of Rogue 2 or news that Matt's running for mayorwe're leaving that for next year. Meanwhile, other cool stuff is coming your way. Let's see what we have in store for you.
Christmas Fan Art Contest
It's been a while since we did a contest (actually, this summer), so we figured we'd have some fun with the community with a little fan art competition.
Join our Discord to participate
MAIN INFO [olist]
AMA with Matt Dabrowski on Reddit
Matt's answering questions right now on one of the biggest gaming subreddits r/Games. Ask him anything! Or just come say "hi."
Click this link to join
[hr][/hr]
Streets of Rogue 1 Is 80% Off
The Steam Winter Sale has started, and it's a perfect chance to pick up a copy of the first game at a discount. If you already own it, feel free to gift it to a friend and enjoy not reading emails together in co-op: https://store.steampowered.com/app/512900/Streets_of_Rogue/ [hr][/hr] Merry Christmas, rogues! See you in 2024.
As always, wishlist & follow Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join the community: DISCORD TWITTER (X) TIKTOK REDDIT
[ 2023-12-21 19:09:15 CET ] [ Original post ]
Hey, everybody.
Matt here. While working on the sequel to Streets of Rogue, I realized that I've got a lot of interesting stuff to share with you all. So I decided to start a series of devlogs, and the first entry is already here. Check it out: [previewyoutube=Mc0r7QddldI;full][/previewyoutube] As always, thank you for your support! Wishlist Streets of Rogue 2, it helps me out big time: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ Join my Discord community: DISCORD Feel free to follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK REDDIT See you soon! -Matt D
[ 2023-12-19 16:58:19 CET ] [ Original post ]
This year's Steam Awards have started, and I kindly ask you to nominate my game in the Labor of Love category. Thank you!
-Matt D
[ 2023-11-24 18:00:52 CET ] [ Original post ]
Hi, everybody!
Some folks from publisher tinyBuild sat down to talk to me about Streets of Rogue 2 in an EXCLUSIVE INTERVIEW during the Gamescom week.
We chatted about the size of SOR2's world, things I'm most proud of, and... possible pets in the game?
Watch the interview:
[previewyoutube=SQrtdSWRayk;full][/previewyoutube] [hr][/hr] Thank you everyone for your hyper-enthusiastic reactions to the Gameplay Reveal last week! If you missed any of the trailers that were shown at Gamescom 2023, here's a recap: [previewyoutube=Y6lTndlN44o;full][/previewyoutube][previewyoutube=r57eVyONrJo;leftthumb][/previewyoutube][previewyoutube=Wwf-cIpDcDE;leftthumb][/previewyoutube]
[ 2023-08-29 16:30:48 CET ] [ Original post ]
Hey, all!
I'm super stoked to finally reveal some Streets of Rogue 2 gameplay!
A reveal trailer has just dropped at Gamescom Opening Night Livego and watch it now! [previewyoutube=r57eVyONrJo;full][/previewyoutube] I hope you liked what you just saw! Folks from publisher tinyBuild and I had a lot of fun creating the trailer. Streets of Rogue 2 is coming to Steam somewhere next year. Meanwhile, add the game to your wishlists and follow the page to stay updated: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ And last but not least, follow Streets of Rogue 2 on social media: TWITTER (X) TIKTOK REDDIT Thank you so much, everybody! Until next time! -Matt D
[ 2023-08-22 17:42:12 CET ] [ Original post ]
Hey, everybody!
First off, I really, really appreciate how people were willing to take the time to write up and submit their ideas on our Discord server and these two topics: 1, 2. I read every single one of them, and Id guesstimate it was in the range of 7,500 ideas. Thats way beyond what I expected, and it took FOREVER to get through these, but it was well worth it. So much great stuff in there, just an absolute embarrassment of riches. Truth be told, even if youre not one of the winners, theres a decent chance that some variation of an idea you provided might make it into the game at some point. Or it might have given me a germ of an idea that will result in something else cool. So many of these ideas got me thinking outside the box, or thinking about what the game could be in new ways that I hadnt considered before. Even in a game as open-ended as SOR, some of these ideas made me realize areas where my focus was maybe a little too narrow. This was a genuinely eye-opening odyssey of a read-through.
Anyways, some info on how I chose the winners:
- It had to be something that I wasnt already planning to implement. This actually narrowed things down by a sizable amount. I think a lot of people are going to be pleasantly surprised when they get their hands on the game that their ideas did indeed make an appearance.
- It had to be something thats actually viable to implement and wouldnt add 2 years of development time.
- It had to be something that I knew for 90% sure Ill want to add, based on where the game is at this point in development and where I think its headed. There were tons of amazing ideas that sadly fell into the column of I really like this but Im not sure at this point if itll fit into the game, maybe in 6 months Ill have a clearer idea. I cant even say with absolute 100% certainty that all of the winning entries will ultimately make the final cut, but I was sure to choose winners that I felt had a very strong chance of being viable.
- It had to fit in well with the Streets of Rogue universe. Granted SOR is kind of a hodgepodge of ridiculousness, but there are certain types of suggestions that I feel arent a good match. Notably, I received a lot of suggestions that felt too grim in tone or things that really belong in a medieval fantasy universe.
- The poster had to follow the rules :) While I appreciate the effort put forth by many of you, the rules stipulated that suggestions should be kept to around a paragraph each. So anything that had a novels worth of text had to be disqualified.
- This is all incredibly subjective and more than a little bit random, so please dont feel slighted if you didnt win a category.
Some other things I noted:
- A surprising number of submitters werent aware that SOR2 is an open-world game now. To be clear, it 100% is! :D Check out the Steam store page and FAQ in the SOR2 Steam discussion forum for a good idea of what to expect.
- The most common class suggestions I received were: Influencer, Beekeeper, Cultist/Cult Leader, Necromancer, Druid, Cowboy, Ghost, Wizard/Magician, Knight, Samurai, Vigilante, Hunter, Clown, Larper, Eldritch anything, Plague Doctor, and the Grim Reaper.
- Will you finally get to read emails? I dunno, but theres clearly an ungodly high amount of demand for it!
THE LIST OF CONTEST WINNERS
[table equalcells=1] [tr] [th]
Winner Name
[/th] [th]
Category
[/th] [th]
Title
[/th] [th]
Description
[/th] [th]
Dev's Comments
[/th] [/tr] [tr] [th]BreadyBoi (Discord)[/th] [th]Class[/th] [th]Politician[/th] [th]The general idea is a character that tries to recruit people (similar to the comedian/joke mechanic from SoR1) however, in order to recruit people and garner popularity, they have to make 'promises', which would be little mini-quests such as "Remove drug dealers from my city" or "Get the shops to lower prices". There's also a lot of versatility and can allow for different playstyles, depending if you want to generally steer clear of the more combat-heavy NPCs and try and garner popularity with the common folk.[/th] [th]While this may not be implemented specifically as a class, I really liked the underlying idea of the player doing things to improve a city, and subsequently earning the votes of its population. This seems like it should be super obvious, but it actually never crossed my mind. There's tons of potential here for the random generation system to introduce negative aspects to cities and require budding politicians to solve them.[/th] [/tr] [tr] [th]Colobm() (Discord)[/th] [th]Mutator[/th] [th]Road Trip[/th] [th]This mode gives you a car and one Objective (reach to destination, concert? resort? I don't know) You just need to follow the road, beat everything blocked you, get new friends, eat food, earn money, rest at a motel Just don't die and reach the goal[/th] [th]The primary planned "win state" of the game is to become the president. Much of the game's design will support this specific journey, but I love the idea of allowing for completely different journeys through the world as well. Thanks to SOR2's new open-world structure, there are a ton of possibilities that I haven't remotely considered. For example, this one! Completely different from the game's default goal and structure, but I'll bet it could be done with some key shifts to the game mechanics specific to this mutator. I think it'll be fun to try and pull it off.[/th] [/tr] [tr] [th]SirNosWar (Discord)[/th] [th]Location[/th] [th]The Pit[/th] [th]Could be a pit with a giant creature that Cultists worship - A giant, seemingly bottomless pit located somewhere in the forest. "The perfect place to dump your unwanted belongings! These could include, but are not limited to: pointless garbage you've accumulated, your humungous pile of unused wealth, or corpses! We wouldn't want Him to go hungry, would we? He prefers live humans the most, but He will accept any offerings you grant Him! Who knows, He might even grant you an extra reward for your dedication, such as an artifact lost to time, a lovely, grotesque, new physique (that has its own benefits, I might add!), or He might even let you glance upon Him, if He deems you worthy! So, come on down and visit Ye Olde Bottomless Pit today![/th] [th]"Cultist" is one of the most common suggestions I've gotten throughout the development of both SOR and SOR2. I'd been trying to figure out just what it is these folks are all about, and the idea of them worshipping some (possibly super goofy-looking) monster in a big pit just struck a chord with me.[/th] [/tr] [tr] [th]Fritzmaster (Steam)[/th] [th]Quest[/th] [th]Specific Neutralize[/th] [th]A form of neutralize mission that gives specifics in regard to the cause of neutralization. Perhaps it is simple as wanting the target to be shot or something limited and using a banana peel inside a restroom. Due to the more challenging nature of the mission, payout/XP will be greater. Possibly treated as optional, leading to greater payout/XP."[/th] [th]Falls into the "how did I never think of this?" category. Receiving bonus money/XP for neutralizing someone in a very specific way seems like a really awesome fit for the game.[/th] [/tr] [tr] [th]eltermh (Steam)[/th] [th]Object[/th] [th]Display Case[/th] [th]In shops you can break them, which would set off the alarm/ security, and have various high-value items( depending on the shop)[/th] [th]Items in Streets of Rogue are generally contained in chests, and you have no idea what you'll be getting until you actually open it. But what if...... you DID??? The player might take on challenges that they normally wouldn't because they just have to have the cool thing in the fancy case. I could also foresee there being different types of cases -- some with alarms, some not, some extremely hard to break or open.[/th] [/tr] [tr] [th]accusrulz (Steam)[/th] [th]Mechanic[/th] [th]Product Sales[/th] [th]On occasion shop owners could place a random item from their inventory on sale. The sale item would be highlighted inside its own box, perhaps gold or blue, with an attached timer that would count down to the time the item would come off sale again (something of a "get it before it's gone!" marketing strategy).[/th] [th]I can't remember the last time I saw this in a game, and I have no idea why. Much like the "display case" entry, it could get you to try something you might have normally ignored.[/th] [/tr] [tr] [th]Roaringburn (Steam)[/th] [th]Trait/Ability[/th] [th]Good Neighbor[/th] [th]Neighbors help each other out, and now that you can own your own home, I think it'd be neat if you could become a tight-knit member of a small community. With this ability, as long as you are not hostile to them or their faction already, all property owners in a radius around your home are aligned with you. Additionally, if you are attacked or hostiles approach your property, allied property owners will come to your aid, as if they had their own property intruded on. Great for those who aren't the best in combat themselves, those who are dealing in....less than legal activities, those being hunted down by the mob, or even just someone who lives near powerful allies.[/th] [th]I'd like the location in which the player chooses to make their home to be a somewhat important decision. The idea of your neighbors having an impact on that decision could add a nice bit of additional depth. The aid that they provide wouldn't necessarily have to be limited to combat, either.[/th] [/tr] [tr] [th]LangBang (Discord)[/th] [th]Item[/th] [th]Tracker[/th] [th]An item that the PI starts with, but is obtainable by all characters. It can be placed on NPC's cars to track where they go, with an icon of the tracker being displayed on the map. It can also be placed directly onto NPCs, in a similar way to how the Thief would pick-pocket an NPC in the first game. If the NPC sees you put it on them, then they get hostile and break it. The same goes if the owner of a vehicle sees you. Additionally, with the use of crafting, you can combine the tracker with most items. Give the item to an NPC, plant the item in their house, or wait for a thief to steal it and track them down![/th] [th]I had been planning on adding some sort of investigator/detective/journalist character, and this seems like a good fit. While important NPCs are typically tracked on the map already much like in SOR1, I like the idea of attaching something to an NPC and having it provide access that wasn't previously available. Maybe it acts as a bug. Maybe has the capability of de-attaching and turning into a tiny drone. Or maybe you just want to attach it to some random NPC and keep tabs on them, because why not? There are a lot of possibilities here.[/th] [/tr] [/table]
Thanks again folks, and a major congratulations to all the winners!
You will receive your prizesdigital Steam copies of Streets of Rogue 2when the game releases. And another prize is already herea video I've recorded as a sign of appreciation: [previewyoutube=SSvZ_05Kp-Q;full][/previewyoutube] My current plan is to implement these either before or during the games Early Access period. As mentioned earlier I cant 100% guarantee everything will make it into the game in its 1.0 form, but Im certainly going to try! -Matt D [hr][/hr] As always, don't forget to wishlist Streets of Rogue 2: https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ JOIN THE ROGUE COMMUNITY: DISCORD REDDIT TWITTER (X)
[ 2023-08-21 13:00:42 CET ] [ Original post ]
Hi all!
The Go Rogue! Community Contest has come to an end. I'm completely blown away (and frankly, frightened by) the number of submissions. You folks left over 1100 comments on Steam (Streets of Rogue 1 Announcement, Streets of Rogues 2 Announcement). On Discord... Well, it's difficult to count the number of posts in the contest channel, but it's definitely more than a thousand. I'm not sure how I will manage reading through 2+ thousand comments. I suppose Id better get reading! A big thanks to each and every one of you for participating! The winner(s) will be announced soon-ish, depending on how quickly I can get through everything. Just keep an eye on the news!
Be sure to wishlist Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
[ 2023-08-02 16:30:41 CET ] [ Original post ]
Hi there, everybody!
As you may know, we launched a community contest last week to celebrate the 4th Anniversary of Streets of Rogue. So the wild thing is, we already have over a thousand submissions from participants! It's unbelievable how active the community is. I'm looking forward to going through all these, and also extremely terrified, because: A. Dang that's a lot of words! And B. If this doesn't cause some hardcore feature creep, I don't know what will. That said, I've decided to add something extra to the prize! Initially, I announced the prize to be a digital copy of Streets of Rogue 2 once it releases for the platform of your choosing.
Now, I'm happy to inform you all that, in addition to the game, I will personally congratulate the winner(s) in a special video message and publish it.
To participate in the contest, go to the announcement and just leave a comment with your idea(s): https://steamcommunity.com/games/512900/announcements/detail/3669919470492221810 You can also go to our Discord server and shoot your suggestion(s) in a dedicated forum channel. The contest will end on August 2nd. Keep those ideas coming! -Matt D
Wishlist Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
[ 2023-07-19 17:00:23 CET ] [ Original post ]
Hey there, all!
Today marks the four-year anniversary of the release of Streets of Rogue. Whaaaaaat the heck? That's like a whole college career!
As Im hard at work on the sequel, Ive decided it would be great to celebrate the occasion by holding a special contest for all of you folks.
As you may be aware, I'm currently developing Streets of Rogue 2. Community feedback has always been a big part of the Streets of Rogue development process, and this seemed like a great opportunity to allow you all to contribute to the upcoming game. In other wordssuggest cool stuff, and I will add it to the game! Here's how it works:
Go Rogue! Contest Rules
[quote]
- From July 12th to August 2nd, come up with ideas for Streets of Rogue 2. The categories are:
[olist]
- Character Class
- Item
- Trait or Ability
- Mutator
- Location
- Quest Type
- Environmental Object
- General Mechanic
[/olist] - Multiple submissions from one contestant are allowed: let your imagination go wild! The only limitation is one idea per category. So yeah, "wild" is ok, but not TOO too wild! :)
- Share your ideas with me in the comments under this announcement. You can also go to our Discord server and leave your idea(s) in a dedicated forum channel. Suggestions from each participant should be contained in one post (but multiple are OK if you run out of space). You can edit your submission to add more ideas at any time before the end of the contest;
- Each idea should be contained in a paragraph max. I'd allow more, but I do plan to read all of these, and well... time is a thing that exists :)
- Preferred language: English, but other languages are welcome;
- Accompany your idea(s) with visual assets if you want. Just upload an image or GIF to Imgur or any other image hosting service and add the link in your comment. Rough drafts are okay;
- Feel free to re-submit your own ideas that you've posted previously. If you've already posted an idea that you really loved here on the forums, on the SoR Discord, SoR subreddit, or socials, you can post it again;
- For more info on Streets of Rogue 2's design, be sure to check out the Steam Store Page and FAQ;
- The contest concludes on August 2nd, at 6:00 pm CET / 9:00 am PT / 12 am ET. As soon as it ends, I will select my favorite community idea(s) based on creativity, uniqueness, and how the idea suits my vision of the game;
- I will implement the winning ideas in Streets of Rogue 2. When? I can't say for sure, but likely at some point during the game's Early Access phase, or maybe prior to it if I have time;
- Now, the prize. The winner(s) of the Go Rogue! contest will get a digital copy of Streets of Rogue 2 for the platform of their choice when it comes out.
Be sure to wishlist Streets of Rogue 2:
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
[ 2023-07-12 16:33:18 CET ] [ Original post ]
Hey there folks, it's been a minute! Today I've got some SOR2 updates, a survey for anyone who wants to take it, and a new patch with 30+ fixes. As always, please post your comments, questions and suggestions in the comments below, and I'll try to answer what I can!
Sequel News
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/ In case you missed the announcement late last year, Streets of Rogue 2's Steam page is up! Be sure to wishlist, it really helps us out!
Survey
My publisher tinyBuild created a survey to help us learn more about just who the heck plays this game and what's important to you in a sequel. It's real quick and painless (no seriously!), so if you've got a few minutes to spare we'd really appreciate the feedback!
Check out the Survey!
Progress
Here are just a few of the things I've been working on since the last update:
- Country-Wide Road System - While roads have existed in SOR2 for a long time now, it's only recently that I've solidified the system for connecting all of the major locations in the world. The game features 2-lane roads, 4-lane roads, nice roads, crappy roads, paved roads, dirt roads, and literally 60+ types of unique intersections (yeah we went a little nuts with that). And of course, AI capable of traversing these roads and getting to their destinations, and (mostly) not getting into horrific accidents and traffic jams.
- Weather System - Rain, wind, heat waves, and more are now possible. No weatherman/weatherwoman character class... yet :p
- Events System - The game has the capability of causing random events to happen to the player. This is based on factors such as the player's standing in the world with various factions, location, and physical status amongst other things. Think of it like the AI director in Left 4 Dead. If you have any suggestions for random events, please post them in the comments below, I'd love to hear them! (To clarify what comprises an "event" as there's been some confusion: It could be literally anything from running across a house full of bears at the side of the road while driving to having a meteor land nearby your location. And normal things too.)
- Sound effects work - A big chunk of sound effects from the original game have been updated. In addition, a new system has been put into place to handle ambient sound, which varies based on the player's location, time of day, and other factors. Other cool features have been added as well, such as outside sounds being drowned out when you're indoors. It feels really awesome to be sitting in a cozy home listening to the muted rush of traffic outside.
- Soundtrack news - A new composer for Streets of Rogue 2 has been found: Megan McDuffee, who's quickly becoming a household name thanks to her awesome work on the River City Girls OSTs, in addition to a bunch of other game soundtracks. Be sure to give her a follow and check out her stuff! (To reiterate why SOR1 composer Craig wasn't able to return this time, sadly a contract-related issue unrelated to me or tinyBuild prevented him from taking the job. However, he's been a great help in providing guidance for the new OST's potential direction.)
- Pyrotechnics - For effects like explosions and fire, the original game tended to use simple particle effects comprised of a bunch of multi-colored squares moving in simple patterns. This time around, we've got actual animations! Yay bigger budget!
- "Lesser" NPCs - Up until fairly recently, every NPC in the would was considered "important", and their actions throughout the day would be tracked to varying degrees. In order to fill out the game world and make it feel more alive, I've added large numbers other NPCs living out their lives. That's not to say that these NPCs can't later be flagged as "important" based on the player's interactions with them. But mostly, they exist to add flavor to the world. For example, a city during the daytime will be bustling with lots of random NPCs, who will largely clear out and go elsewhere when night falls. There's a really really complicated system in place for spawning these NPCs, and their presence should feel really natural once I do some tweaking!
- Animated trailer - This isn't really related to the game's development in and of itself, but I've been involved in the creation of a fully animated trailer for the game! It's looking super cool, so stay tuned in the coming months, because I can't wait for this thing to drop.
Screenshots??
Sadly I didn't have the time to get any new screenshots together for today (and it doesn't help that my artist Thomas and I are very picky about what we release!), but for those of you who don't follow my on Twitter, here's a li'l screenshot from last Halloween you may have missed! I know, super old -- apologies, we'll try to get some more shots together in the coming months. There's also an animated version here.
WHEN???
No release date news yet, sorry! For my previous postings about Streets of Rogue 2's development, check out my recent news updates. And also be sure to check out the FAQ found in the SOR2 Steam Forum.
Version 98
Streets of Rogue gets a brand new update. Nearly four years since its 1.0 release and I'm still getting plenty of bug reports. Keep 'em coming and maybe we can make it to magical 100 mark! Graphics
- Fix for Cannibal having normal eyes when appearing on quest sheet
- Fix for NPCs sometimes appearing to fall down a hole after being gibbed
- Fix for NPCs with dark skin having dark hair even if their character class (notably Goon) called for them to have wild hair colors
- Fix for custom characters' original traits sometimes appearing at the bottom left of the screen when restarting a multiplayer game
- Fix for players sometimes losing control of their character while interacting with another player if that player quits the multiplayer game
- Using a special ability cancels a rapid-fire weapon being used
- Fix for cases where Musician could give Bodyguard an "error" item as a reward
- Musician has a much lower chance of not having a reward item available for the player
- Fix for Scientist and Thief not receiving items for completing their Big Quest if their inventory is full
- Land Mine explodes when hit by moving objects instead of being knocked back
- Bite and Cannibalize can be canceled by pressing the Cancel button (right click or gamepad cancel)
- Certain starting traits are no longer removed from custom characters when they enter mechs
- Fix for NPCs mind-controlled by the player not always being able to knock on locked doors
- Player cannot Possess invader NPCs spawned for Goon's Big Quest or VIP in Assassin's Big Quest due to this being capable of breaking the quest
- Fix for issues occurring if ShapeShifter is holding down the Special Ability button when they Depossess their host
- Fix for player not being able to teleport if they Mind Control the NPCs trying to mug them
- Fix for multiplayer client not always being able to teleport after becoming friendly/loyal/aligned with mobsters
- Ghost Gibber can be used on Werewolf NPCs who have not yet transformed
- Fix for NPCs not always caring if you open restricted doors owned by them
- Fix for NPCs sometimes believing themselves to be in the midst of a fight when first spawning
- Killer Robot does not scare other types of robots
- Fix for questgivers going from Submissive to Friendly after the player turns in a quest
- Aligned, Loyal and Submissive NPCs do not immediately turn Hostile when being bitten
- Fix for Mech Suit showing as "Friendly" if the player starts with Charismatic, and other similar bugs
- Fix for player gaining electability when asking doctors to give blood or administer a blood bag, even if the doctor refuses
- Fix for cases where Office Drone would not increase player's electability when offered motivation
- Fix for Musician telling player to stay away from their turntables even if they were too far away to see the player interacting
- Fix for player's followers becoming non-interactable if told to attack NPCs and objects behind a red laser
- Cops will no longer become hostile toward property owners who destroy their own property or pick up their own items, including when the player is possessing someone with Shapeshifter
- Mind Controlling someone will cause them to stop speaking their current line of dialogue
- Mobsters will stop mugging the player if one of their gang becomes friendly/loyal/aligned with the player
- Added new font for Russian language (thanks Abbysssal!) The old font can be accessed by selecting Settings -> Gameplay -> Font Selection -> Variant
- Fix for rare cases where Bouncer in tutorial could be knocked through a wall
- Fix for Assassins that appear when player has debt not having weapons when targeting client
- Fix for Assassins that appear when player has debt only appearing for one level when targeting client
- Fix for the "Find Game" feature allowing players to find games by typing the game's password
[ 2023-04-06 22:25:19 CET ] [ Original post ]
The Streets of Rogue sequel finally has a Steam page, screenshots, and an actual title: Streets of Rogue 2! I know, super creative, right??
Wishlist Streets of Rogue 2!
https://store.steampowered.com/app/2165810/Streets_of_Rogue_2/
Streets of Rogue 2 is the open-world sequel to Streets of Rogue, planned for Early Access release in 2023. It features such new additions as:
- A huge, persistent and seamless open world
- Vehicles
- Animals
- Building
- Crafting
- Farming
- A faction and reputation system
- Completely revamped character development
- Lots more quest variety
- A day/night cycle with AI that follows a daily schedule
- Diagonal walls (I know, kinda boring, but this was a bigger pain to implement than just about everything else I've mentioned. So yeah, it makes the list!)
- Your wildest dreams
More Info!
- I've written a FAQ with all your... frequently asked questions.
- For my previous postings about Streets of Rogue 2's development, check out my recent news updates.
- And of course, for more details, check out the new Steam page.
[ 2022-10-04 16:36:50 CET ] [ Original post ]
Whoa, is this only the second update of 2022? Where did the time go??? Work on the SOR sequel has been so intense lately that it's been hard to find the time to jam out a new patch. But here ya go! In addition, I've written up some new details about my work on the sequel. I'm not quite ready for an "official" announcement just yet with trailer and screenshots and all that good stuff, but rest assured I'm inching closer! As always, please post your comments, questions and suggestions in the comments below, and I'll try to answer what I can! For more info on SOR2 development, check out my previous news posts.
Sequel News
- Art - Since the beginning of the year, I've been working closely with a master pixel artist on crafting the look of the new game. While the top-down perspective isn't changing, our work together hasn't been a simple process of swapping out old art for new art. My processes for implementing pretty much every type of in-game art have changed to allow for much more complex and dynamic scenes. Despite this, I think we've managed to achieve a look that maintains the readability of the original game, which was very important to me.
- Lighting - The lighting system of SOR1 has been completely ripped out and replaced. The new system allows for a dynamic day and night cycle, plus completely different lighting for indoor and outdoor areas (and yes, the you can still see into all of the buildings), while being quite a bit more performant than the SOR1 lighting system.
- Multiplayer - The original SOR's multiplayer was built on an official Unity system that was deprecated four years ago. So, much like my lighting system.... ripped out and replaced. I also did a bit of work on dedicated server support. This was more of a test than anything else, and I can't say for certain whether or not this will end up in the final release. But based on the results so far, it looks promising. The open-world nature of the sequel and much-longer game length make this a good fit for dedicated server support.
- Crafting System - Do you love crafting games? Awesome SOR2 has a crafting system now. Do you hate crafting games? Don't worry, you are absolutely not required to engage with SOR2's crafting system! I see it as yet another addition to Streets of Rogue's "play however you want" bag of tricks. An optional activity for adding variety to how your game plays out, or something you can spend a lot of time with if that's your thing.
- Farming - Yeah, there's now a farming system in this thing, too. And sure, a lot of games nowadays have farming systems. But how many of them let you take your tractor off the farm and drive it through a crowd of pedestrians? How many games let you steal your neighbor's crops and then set fire to their barn? How many games have cow sprites that face 8 directions instead of 4?
- Factions and Reputation - Much like some of the other systems I've mentioned here, this is still fairly early in development. However, I'm real excited about the possibilities for how this could affect how you strategize your journey through the world.
- World Generation - The world is actually starting to resemble... you know, a world. Cities are starting to resemble cities. Forests contain waayyyyy more than a few scattered trees. Streets of Rogue now has actual streets. What I mean to say is, the procedural generation magic is starting to pay off.
- Quests - A lot of work has gone into the system that determines how new quests are procedurally generated, and a number of new quest varieties have been added to the mix. Procedural quests in open-world games have a reputation for being very samey and uninteresting, but I'm hopeful that I can avoid these pitfalls with the infrastructure that I've been putting into place.
- Soundtrack News - A bit of unfortunate news on this front: My composer and sound effects guy from the original game Craig won't be able to return this time around. Without going into too much detail, there's a contract issue (unrelated to me or tinyBuild) that has essentially made it impossible for him to work on the SOR sequel right now. We're both pretty bummed about it, to say the least. However, this also means I'm hiring! If you're interested in creating the OST or sound effects for the new game, feel free to send me your demos, ideas for the direction of the new OST, and whatever else ya got! (My email is linked at the bottom of streetsofrogue.com. Serious inquiries only please!)
Version 97
Graphics
- Added proper borderless window settings
- Fix for graphical issue when highlighting NPCs who are pointing their gun
- Fix for Mech body looking incorrect when dancing
- Fix for player marker not appearing on minimap during tutorial
- Fix for player marker not appearing on minimap during the first stage of Daily Runs
- Fix for Virtual Keyboard only allowing the user to input 32 characters
- Various Steam Deck-specific fixes
- Skeleton Key appears properly in the Character Creation screen
- Fix for multiplayer client Wrench not losing durability when used with Generator, Satellite Dish, etc.
- Fix for the player not being able to light oil spills on fire with the Cigarette Lighter when standing directly to the north
- Fix for Four-Leaf Clover potentially having an effect in cases where luck should definitely be 0
- Fix for Wall Bypasser not allowing the player to teleport on top of items on the ground, into water, or onto conveyor belts
- Fix for Cops attacking players who obtain Above the Law during a Police Lockdown
- Fix for bug that was causing auto-aim to sometimes target objects over hostile NPCs
- Fix for Annoyed sound effect not playing if the Comedian tells a joke and some people laugh and some get annoyed
- Fix for certain cases where Mech Suit could be chosen for Big Quest related tasks
- Mobster traits Revenue and Cop Debt are not applied with the New Character Every Level mutator
- Fix for Hologram being hostile toward player during Everyone Hates You mutator
- Fix for Mech Suit being hostile toward multiplayer client during Everyone Hates You mutator
- Player cannot command their followers to attack Train and Mine Cart
- Fix for NPCs getting hostile toward the player if they player bites, enslaves, or arrests them while Invisible
- Fix for player not being able to dismiss NPCs that they are rescuing if the questgiver has died
- Fix for NPCs not becoming Loyal to the player if the player breaks them out of jail by walking through a wall with a Giantizer
- Thief does not attempt to steal from Killer Robot or Butler Bot
- Fix for NPCs who attempt to mug a Bodyguard player preventing them from teleporting if they become a fan of the Musician
- Fix for Mech Suit becoming Arsonist
- Added Discord moderators to credits list
- Fix for multiplayer listings not appearing if the host had certain characters in their name
- Prevent multiplayer game list from breaking if bad characters are found
[ 2022-08-26 16:43:02 CET ] [ Original post ]
Hey everybody! It's been a long time since the last update, but I assure you that I've been VERY busy. Today's update includes some news on the sequel, mobile plans, and a brand new patch with around 50 bug fixes.
Sequel News
2021 was actually the most difficult year for me in terms of sheer brain-busting programming challenges since I began development way back in 2013. My goals for the year were simple: get the hard, technical stuff out of the way, and create a solid base for my future work on the game. 2022 is all about implementing actual structure and content into the game, which should hopefully be a lot more fun and a lot less stressful. I'm super excited about my upcoming work, and I can't wait to see this thing start to come together as a cohesive whole. Got suggestions for what you want to see in the sequel or questions for me? Post them in the comments below, and I'll try to answer what I can! (From here on out, I'll be referring to the sequel as "SOR2", but just to be clear, it doesn't have an official name as of yet.) Here's just some of what I've been working on:
- Fully streaming open world - The original Streets of Rogue was level-based. Upon entering a new level, the game would procedurally generate everything over the course of a loading screen. This is how a typical rogue-lite works. Streets of Rogue 2 takes an approach similar to other procedurally generated open-world games, such as Minecraft. As the player moves along the landscape, the procedural generation system works its magic to determine what the world should look like, new chunks of data are streamed in, and old data is removed. Theres nothing particularly new or innovative about how Ive approached all of this. However, the major challenge comes in the form of integrating my existing systems into this new structure. AI, combat, items, world interactions, etc., there are very few aspects of the game that didnt need heavy modification to function properly.
- World generation system - At the start of a new game, SOR2 generates a large procedural world that is (for the moment at least) approximately 3,000 times the size of a SOR1 level. This world includes a full countryside to explore, complete with numerous cities and towns, and an interconnected road system.
- Dungeons - When I say dungeon, Im referring to any area that the player enters which isnt a part of the main open world. This could end up being anything from a small cave to a multi-story underground city.
- New Save/Load system - The original SOR allowed for saving at the beginning of levels. Nothing too fancy. However, saving the state of a large open world is something more of a challenge. Bear in mind that SOR2 is a persistent sort of open world, more akin to Skyrim than GTA5. For example: if you blow up a wall, it stays blowd up. If you punch a shopkeeper, hes going to stay angry, even if you walk halfway across the world and return to his shop.
- New map systems - SOR2 actually includes a couple of different types of maps. First off, theres the close-up maps, which are similar to the maps in SOR1, but are now capable of following the player as they move around the open world. And second, theres a much more zoomed-out world map, which shows a somewhat abstract version of the entire game world.
- Day/night cycle - The game world changes in significant ways based on the time of day
- NPC Schedules - NPCs are now capable of pursuing different goals based on the time of day. For example, a Shopkeeper might leave their home at 8:00 in the morning, drive their car to a store that they own, work until 10:00 at night, and then return home.
- Vehicles - There were two major challenges to solve when implementing vehicles: A. coming up with a solid driving model thats both fun and not completely awkward due to the top-down nature of the game, and B. NPC artificial intelligence. Im happy to say that both A and B are in great shape right now.
- Animals - Yes, the game will have animals this time around. No, Im not going to say which ones. Will they be playable?... Well see!
- Ability to build walls and floors - SOR2 will allow players to create their own structures within the game world. While I dont want to give away any specifics about the purpose of these structures just yet, I will say that they may have uses beyond what is typically seen in open-world sandbox games.
- Diagonal walls - In the original SOR, you may have noticed that walls exclusively face 90-degree angles. Last February, I spent three torturous weeks re-jiggering my systems to allow for 45-degree angles as well.
- Level editor updates - The level editor has been updated to accommodate new features of SOR2, such as the ability to construct large regions of the world.
- Abstracted AI system - NPCs are capable of continuing to pursue their high-level goals regardless of their distance from the player, and with little performance cost. Just because youre on the opposite end of the world, doesnt mean NPCs can get out of doing their jobs!
- Full couch co-op support - Returning from the first game, SOR2 still supports up to four players in split-screen mode. Players can act completely independently from one another, visiting different locations on the map at the same time, or even entering different dungeons.
- Full online multiplayer support - Much like the first game, SOR2 will allow for players to jump into and out of a game at any time. Loads of time has been spent adapting online multiplayer to the games new open world structure.
- Early quest integration - All of the quest types from the original game are fully functional in SOR2, with a number of new ones planned. Im also intending to add some actual narrative to the quest system this time around
- A new look - While SOR2 retains the top-down perspective of the first game, the graphics are in the process of being overhauled to look super-stunning.
- Performance and memory optimization - I spent close to two months optimizing the crap out of this game. Why so much time at such an early juncture? Imagine this scenario: four players in split-screen coop are driving their cars at high speeds in four completely separate locations on the map, in areas dense with buildings and objects. And theyre playing on a Nintendo Switch. For my own peace of mind, I needed to ensure that it was actually feasible to do this while maintaining a decent-ish frame rate and streaming in new data quickly enough.
- Bug testing - A LOT of time has been spent working out the kinks in the features that Ive listed above. My hope is that I wont be constantly getting stopped in my tracks with showstopping bugs during my efforts to add the fun to the game this year.
Mobile Version??
Yes, a mobile version of SOR1 is currently in development by 3839. At the moment, this is exclusively available for the Chinese audience. However, there is a possibility for us to bring this to the rest of the world at some point. You can check out their website here.
Version 96
Graphics
- Fix for small graphical glitch when highlighting dead bodies
- Fix for some object shadows being incorrectly positioned for objects next to walls
- Fix for Stealing Glove and similar held items being visible when an NPC is invisible and performing certain activities like sitting
- Fix for NPCs sometimes appearing highlighted after Body Swapper is used and their position has been swapped
- Fix for NPCs' shadow and light positions sometimes appearing incorrectly if they were killed and simultaneously knocked out of a body of water
- Fix for multiplayer game sorting not working properly
- Fix for inconsistent mouseover areas over player characters
- Fix for in-game timers not functioning properly at very high values
- Fix for player characters sometimes having the wrong mouse box collision
- Player will auto-aim at NPCs hidden in bushes
- Fix for cases where a Bush could be destroyed but the NPC hidden in the bush is not revealed
- Fix for cases where Mine Cart or Train could destroy vending machines at building entrances
- Fix for fires not starting in the areas surrounding Lakes
- Fix for player not being able to shoot the Flamethrower and other similar weapons past doors and windows that had been destroyed
- Fix for Warp Grenade working on empty Mech Suit
- Skeleton Key no longer appears as a potential reward in the Home Base list, since it cannot actually appear in the game. It is still available in character creation
- If a Molotov Cocktail lands in water, it will not explode
- Quick Escape Teleporter triggers at 10 health instead of 15 when using Low Health For All mutator
- Fix for sleeping NPCs sometimes teleporting back to their beds after the player uses Body Swapper on them
- When the player uses Cologne, Bouncers will allow party members to pass as well as the player
- If the player Hypnotizes an NPC to be Friendly, the player's followers who were Loyal or Aligned with that NPC will remain Loyal or Aligned instead of becoming Friendly
- Fix for Oil Container count dropping below 0 on multiplayer client during laggy games
- Fix for Memory Mutilator not taking into account NPCs who are aligned due to Random Reverence
- Fix for Zombie appearing to be Arrested if they are arrested as a normal human, then zombified, and then tranquilized
- Fix for difficulties Possessing NPCs who are standing in doorways
- Fix for Werewolf turning into a Werewolf after becoming a zombie
- NPCs who have Resurrection while being inhabited by ShapeShifter will not still read as having Resurrection after dying
- Fix for Alien being able to continue Mind Controlling NPCs to walk when they are being bitten by a Vampire
- Fix for multiplayer client Alien not being able to use Mind Control properly on another player's Slaves
- Fix for multiplayer host not always communicating to client that an arrest or enslavement had ceased to take place, which could result in a few bug fixes
- Fix for sound effects on split-screen cameras sometimes playing at the wrong volume
- NPCs who are being Bodyguarded will not count as witnesses for Assassin's Big Quest
- Bodyguarded NPCs (i.e. Musician) will not receive certain status effects during the Status Effects disaster, such as Dizzy and Shrunk
- Player will not receive ammo-related items rewards and traits during games with Infinite Ammo mutators
- Fix for not being able to interact with Mind Controlled NPCs who were annoyed with you prior to being Mind Controlled
- NPCs will not react to the players Joke if the player is out of their view
- If a Ghost is spawned into a prison via the Boo-Urn, opening the prison door will not make that ghost Loyal
- Fix for NPCs being able to start dancing in midair while jumping
- Fix for cases where player could be mugged by an NPC who they had enslaved
- Fix for NPCs sometimes attacking player immediately after being depossessed and not having dizzy stars
- Fix for NPCs sometimes being able to open locked outside doors in buildings they do not own
- Fix for NPCs whose default behavior is Sit/Sleep/Idle not being able to walk past certain doors in returning to their starting position
- Fix for players being able to issue certain commands to NPCs when another player had hired the NPC
- Fix for Hackers and Thieves not being able to perform special tasks for the player if they are Aligned/Loyal and the player re-hires them
- Fix for instances where Musician could stop following the player and start wandering around the level
- Fix for Musician's fans becoming Aligned with the player instead of Loyal after player is forced to beat up the Musician for disobedience
- Potential fix for rare cases where Musician's followers could become hostile after the player exits through the Elevator
- Game now makes use of Unitys incremental garbage collection to avoid frame rate hitches
- Fix for multiplayer client Bodyguard triggering their Musician to speak, when they are actually talking to the host Bodyguard's Musician
- Fix for multiplayer client data not always being stored correctly if they quit out of the game instead of quitting to main menu, particularly when client was inside a Mech, in Werewolf form, or Possessing someone
- Updated game engine to Unity 2020.3.23f1
Version 96b
- Fix for NPC hair appearing behind their heads while dancing or sitting
[ 2022-01-19 17:43:52 CET ] [ Original post ]
Two years after release, and bug reports are still coming in! However, it's been four months since the previous update, and that's because it's taken that long to receive enough valid bug reports to fill an update. Which tells me that the bug count may be finally starting to dwindle!
Sequel Progress
For those just tuning in, I've been using these updates to provide little bits of info on the open-world Streets of Rogue sequel that's currently in development here at DogHelm Studios (i.e. my house). Here are just a few of the areas of the sequel that I've been hard at work on since the last update. Be forewarned, not all of this is particularly exciting, but that's kinda the reality of most gamedev :) "Dungeons": Basically, anything that isn't a part of the main world map is considered a "dungeon". This could take the form of an underground cave, an enormous multi-storied building, or anything in-between. As with just about every other area of the game, I'm leaving this somewhat open-ended for the time being. But the tech is in place for dungeons to function properly. World maps: There are three types of maps that the player can access via the interface: The fully zoomed-out map, which will give you an abstracted overview of the (rather enormous) world. The zoomed-in map, which will look somewhat like the minimap of the original game, but with lots of extra detail and color, and can be scrolled around the world. And the dungeon map, which covers a floor of a dungeon. AI: Not only can NPCs in cars function properly on roads now, but they can even deal with traffic. An NPC can get into their car in the morning, drive to their job, park the car, work all day, then leave and return home. And yes, you can steal their car during the course of the day, forcing them to walk home. Perhaps through an area that contains wild bears (not implemented yet, but planned!) New chunk sizes: Astute players and level editor aficionados may have noted that building/chunks come in three primary sizes in the original SoR: Normal, long (2x as big as Normal), and Huge (4x as big as Normal). The sequel will include two new types as well: Tiny (1/4 as big as Normal) and Tiny-Long (1/2 as big as Normal), to help achieve a more organic feeling world. Engine and tech upgrades: I've been making a more concerted effort to keep the game compatible with updates for Unity and the various plugins I'm using. Some of this may end up trickling down to future SoR updates (proper borderless windowed mode, anyone?) Laying more groundwork: As I've implied in previous updates, my work at the moment is mostly about the "broad strokes" rather than getting into the nitty gritty of the gameplay. Engineering a strong foundation for this game is very important to me. I'm really looking forward to being able rapidly implement new content and features in the future without having to jump back into the deep end to fix fundamental issues with my tech (as was often the case with the original game during Early Access). And as usual, feel free to post your suggestions and questions in the comments! And now for the patch notes...
Version 95
UI / Controls
- Fix for Nintendo Switch button icons appearing reversed (i.e. A=B, X=Y)
- Fix for NPCs not displaying "Empty" if the player pickpockets them when they have nothing in their inventory
- Fix for player having incorrect physics if they fall into a hole while on ice, and are spawned back onto the ice
- Custom characters start with armor automatically equipped
- Fix for player being able to do extra damage to ghosts by shooting Ghost Gibber beam in short bursts
- Fix for player not being able to shoot the Ghost Gibber past doors and windows that had been destroyed
- Player cannot steal Gas Mask off NPCs' heads
- Fix for Shapeshifter getting white eyes instead of red after being released from Mind Control
- Antidote cures Withdrawal status
- If player is not able to hit an NPC with Mind Control bullet (due to Class Solidarity, etc.), the explosion cannot hit the NPC either
- Fix for Zombie Phlegm and Mind Control Bullets sometimes auto-aiming toward objects that they can't affect
- Fix for players not retaining Confused status properly after Possessing or Depossessing an NPC
- Killer Robot's Tank-Like trait replaced with Unstoppable-ish
- Players who are Possessing an NCP can cause that NPC to die by traversing broken glass, rather than health not going below zero
- Fix for players being offered Crooked when they have handcuffs, but do not have The Law
- Player cannot receive Scumbag Slaughterer when swapping traits
- Fix for some cases where multiplayer client with Fair Game would not cause NPCs to become scared and run away
- Fix for Jock sometimes Chaaarging infinitely into an object that should be breakable
- Fix for Zombified NPCs not being able to transform into a Werewolf
- Chaaarging into NPCs or using Electro Touch while Zombified will infect the NPC
- Player receives skill points for navigating Mind Controlled NPCs into holes
- NPC Ghosts in custom chunks cannot be classified as Important since this can break a run if they need to be neutralized for a mission
- Player can buy Slave from Slavemaster for Free the Slave mission regardless of whether there is technically space in the players party for another member
- Fix for NPCs being classified as witnesses on Assassin Big Quest if the Assassin's target is killed a second time after being Zombified
- Arrow appears above Musician's head in final level during Bouncer's Big Quest
- NPCs who have been challenged to a fight for Wrestlers Big Quest will pronounce the fight not fair if they become Mind Controlled
- NPCs who have been challenged to a fight for Wrestlers Big Quest will stop the fight if they end up joining someones party mid-fight
- Player cannot be assigned optional missions in buildings where Goon's Big Quest takes place
- Fix for Cops becoming hostile toward the player for hacking the Killer Robot
- Fix for NPCs not becoming Loyal when the player breaks them out of prison using Chaaarge
- Fix for hostile NPCs not fighting each other when spawned into a prison room together mid-game
- Fix for Big Quest target NPCs becoming hostile toward their friends too easily
- Fix for Cops becoming hostile toward players who pickpocket NPCs while invisible
- Fix for Friendly NPCs running away from players with Fair Game
- NPCs do not immediately become hostile toward the player for accidentally hitting them with the Ghost Gibber
- Fix for NPCs who have been told to stand guard running back to player after becoming Dizzy, Frozen or Electrocuted
- Fix for party members who are assigned to attack an NPC, not actually attacking that NPC if the player runs far enough away
- Fix for NPCs not joining the players party while they are in a fight for the Wrestlers Big Quest
- Fix for NPCs in buildings where an optional quest exists sometimes being Annoyed with player due to Suspicious
- Fix for NPC Bounty Hunters who are initially hostile toward the player at the beginning of the level not drawing their weapons upon seeing the player
- Fix for certain cases where NPCs would become hostile toward the player and then proceed to ignore them instead of battling or fleeing
- Fixed a typo in Wrong Building
- Corrected Enraged description
- Fix for cases where NPC position could be desynced in online multiplayer when it is released from Mind Control
- Fixed awkward interactions between Mind Controlled NPCs on multiplayer client and hazardous objects like Barbed Wire
- Fix for incorrect particle effect sometimes appearing on client when host player melee-hits an NPC
- Fix for multiplayer client being able to produce clones of themselves during high lag while depossessing an NPC
- Updated game engine to Unity 2019.4.28f1
[ 2021-07-16 16:10:07 CET ] [ Original post ]
This update marks a bit of a milestone: Just a week ago, Streets of Rogue celebrated its 4th birthday on Steam! That's an entire high school/college career! Since then, we've gone from version 20 all the way to version 94! In sequel news... I've recently added the ability for the player to place walls, floors and objects into the environment. This will likely be used to allow people to create their own home base(s), much like in other open world games such as Fallout 4, Valheim, Terraria, etc. I've also added the ability for the engine to do diagonal/slanted walls. This was the absolute biggest tile-mapping nightmare you could ever imagine and took wayyyy longer than I anticipated, but hopefully this will allow me to create some more interesting looking structures and organic looking outdoor areas. Since the game's development so far has mostly consisted of laying groundwork and solving the tough technical bits, the gameplay itself still has a long ways to go before it reaches anything close to a playable state. But as always, I'm happy to hear your thoughts/suggestions/hopes/dreams during this period where the game is still very malleable!
Version 94
Graphics
- Fix for Mech's weapon not appearing properly in Home Base
- In character creation, the rectangular Robot heads may not be given hat accessories
- Fix for the Random Appearance button in character selection never resulting in facial hair
- Corrected shadow positioning for Ammo Stock
- Fix for outdated trait list sometimes remaining on the left side of the screen after depossessing
- Skeleton Key no longer appears in Loadouts
- Fix for player not being able to drop guns purchased from War Zone soldiers via Art of the Deal
- Fix for Wrestler throwing Lamps causing Cube of Lampey to lose 2 charges instead of 1
- Bracelet of Strength will not lose durability when hitting NPCs that cannot be damaged
- Knife is lower on the hierarchy when the game selects a new weapon for you
- Slave Helmet Remote is destroyed when you free a Slave
- Fix for Tasers recharge timer freezing if it is placed in an ATM while recharging
- Fix for certain items not working properly when used from multiplayer client after a Continue is used
- Fix for Electronic players being damaged by water when in Ghost form
- Cannibalize and Bloody Mess cancel each other out in character creation
- Fix (again) for cases where certain removed traits could still show up in the game
- Fix for Mech often having slightly less oil than it's supposed to if you run out of oil before refilling it
- Lasers are not triggered if the player is Shrunk
- Fix for empty Mech sometimes being Aligned with the player due to Random Reverence
- NPCs who are infected with Zombiism will consistently blow up if their Slave Helmet is destroyed, rather than sometimes coming back to life
- Playing as a custom character with The Law and Scumbag Slaughterer, scumbags will be marked as Guilty before they turn hostile
- If a player hits a Generator and triggers it to explode, they will receive the benefits of Blaster Survivor and Blaster Master even someone else hits the Generator in the interim
- Fix for player retaining Im Outtie speed when swapping the trait for something else
- Fix for some status effects not fully clearing when depossessing custom NPCs
- Fix for Bartender being Loyal toward Shapeshifter following possession if Super Special Abilities have been unlocked for both characters and the mutator is active
- Fix for status effects and traits not always showing properly on other players in online multiplayer games after Continue
- Fix for cases where Tranquilized countdown could continue after a player is knocked out
- NPCs in "Find Bombs" missions are marked as Guilty when the bomb is in their building
- Potential fix for issue where bombs in "Find Bombs" disaster might not explode in online multiplayer
- When a player is assigned to free a Slave, all Slaves in that building will be Loyal to the player
- In the Goon's Big Quest, the player will not be asked to defend outdoor locations
- Drug Dealers who are targets in the Assassins Big Quest cannot take a Resurrection syringe
- Fix for cases of incorrectly placed Water Pumps near lakes
- Fix for cases where Thief NPCs would attempt to use Stealing Glove on objects
- Fix for custom NPCs not displaying dialogue when telling jokes or laughing at jokes
- Fix for NPCs with Hearing Blocked being able to hear the player operating Turntables
- Fix for cases where NPCs could move with the wrong type of physics (i.e. ice physics)
- Fix for NPCs becoming "fans" of musician when performing certain types of important actions
- Musician will not make requests that involve NPCs that are already employed by the player
- Slavemasters cannot become fans of the Musician (they shouldn't leave their Slaves)
- Mind Controlled NPCs can now use items that they have been given by the player
- Fix for NPCs "witnessing" assassination in Assassin's Big Quest while the player is teleporting
- Fix for Slave remaining Submissive if the player frees the Slave via hacking their helmet
- Fix for prisoners not being able to fight one another
- Fix for Cannibals not attacking NPCs who did not originate in the current level
- Fix for NPCs becoming hostile toward the player for hacking Slave Helmets when they are Loyal or Aligned with the player
- Fix for NPCs not protecting property after being depossessed
- Freeing Slaves by enslaving their owner and then freeing them causes them to become Loyal
- Modified Big Bullets description to account for other non-bullet projectiles
- Safeguards to ensure fix of issue where host was unable to move more than a couple feet before reverting back to the previous position
- Fix for NPCs that are Mind Controlled by multiplayer client not being able to melee-hit other players properly
- Fix for extra damage numbers appearing over multiplayer client's Mind Controlled NPCs when they are hit
[ 2021-03-17 16:03:53 CET ] [ Original post ]
Here's another 60+ fixes for ya! As long as bugs exist, I'll keep fixing 'em, so keep those reports coming in! And in other news... So, how's that sequel coming? While I've still been spending most of my time working out the technical details involved with adapting Streets of Rogue's systems into a large open world (no small task, let me assure you), I did get a chance to implement a couple of new features. The first iteration of vehicles has been added to the game! No actual roads yet, but they exist, can be driven by the player, NPCs know how to use them, etc. In addition, I've begun work on day/night cycles and NPC daily schedules. These new features should open up a lot of interesting gameplay possibilities. Stay tuned to these patch notes and in the Steam forums, I'd like to continue sharing these little progress updates with you over the coming year.
Version 93
Level Editor
- Fix for scrolling menu disappearing if the player used the mousewheel on the Default Goal menu
- Fix for weapon selection sprites fading in and out too fast with vsync turned off
- Fix for cases where highlights of certain objects could appear the opposite direction they were supposed to
- Fix for visual appearance of certain wall tile configurations being incorrect
- Fix for certain cases where objects might not appear highlighted when the player is next to them
- NPCs appear transparent instead of invisible if they have Invisible while under the players Mind Control
- Fix for Zombies having incorrectly colored eyes after being Mind Controlled
- Fix for Mech Suit appearing with Gorilla head during Ape Town mutator
- Fix for custom players potentially having incorrect eye color after entering Mech
- Fix for Diminutive players appearing to have full-sized head after entering Mech
- Fix for player target appearing on the screen if the player moves the gamepads right stick while on the quests/map screen
- Fix for cursor control not always working on quests/map screen when using a gamepad with vsync turned off
- Fix for player continuing to rapid-fire attack after switching from rapid-fire gun to another rapid-fire gun while holding button
- Fix for time limit sometimes appearing incorrect at the start of levels on multiplayer client
- Fix for Mech Pilot being selected on character select if a custom character dies while piloting a Mech
- Fix for incorrect character being selected after death when player 2, 3 or 4 had selected the Supercop/Supergoon/Upper-Cruster
- Fix for some menus closing when the application loses focus and then gains it again (doesn't work 100% of the time)
- Fix for a buttons text not always appearing on the character creation workshop submission form
- Player cannot tamper with deactivated Laser Emitters
- If a player is hoisting an object (as Wrestler) in coop mode and they fall into a hole, they will no longer be holding that object after respawning as a ghost
- Fix for Lockdown Walls not functioning in Mixed-Up Environments
- Fix for player being able to hide in bushes that already have someone hiding in them
- Fix for player being able to get stuck behind certain objects while roller skating
- Players who add health-based consumables to custom characters receive 3 items initially instead of 1
- Playable Upper Cruster now starts with Walkie Talkie
- Players with Pacifist can't use Time Bomb and Remote Bomb
- Player will not receive Time Bomb as a quest reward if they have Pacifist
- Fix for War Zone NPCs not dropping items after death that they picked up on the battlefield
- Fix for melee items in shops only having 100 durability instead of 200 on multiplayer client
- Fix for Bear Trap and Paralyzer Trap not triggering Killer Thrower
- Players with Zombiism and Class Solidarity will now be able to hit Zombies and vice versa
- Fix for cases where player could receive an upgraded version of a trait as an end-of-level reward when they did not have the original trait
- If player with Blaster Survivor is Mind Controlling someone who causes an explosion, that explosion will not damage the player
- Fix for Stealing Glove not working when used on multiplayer clients character
- Fix for player being able to get traits that were removed from the game via swapping at Augmentation Booth
- Knockback King and Walls' Worst Nightmare cancel out Near-Harmless, and vice versa
- If a player extorts someone who they have enslaved, the extortion will have a 100% chance to work
- Fix for NPCs not retaining their Extorted status after being Possessed by the player, allowing the player to re-extort them
- Fix for player receiving revenue from extortions after Depossessing on the first level
- Fix for Blaster Master not triggering if one of the player's Slaves is killed and their helmet is destroyed
- Mechs who have been Shrunk can fit through Doors and Windows
- Fix for Clumsiness Accepted sometimes applying in cases where a player opens a door rather than breaks it
- Potential fix for some players retaining traits that they shouldn't after possessing or depossessing
- Fix for rapid-fire gun sound effects sometimes continuing to play if the player switched weapons while rapid-firing
- Fix for player not receiving Alerted/Killed No One bonuses on missions where the target NPC is wandering around the level
- Fix for quest marker disappearing from over Slave that the player is meant to free for a quest if the player enslaves their owner
- Fix for cases where Crate would not spawn on Scientist quest
- When the player has Brute Force Progress, NPCs hiding in Manholes will jump out, allowing the player to complete the quest
- Fix for Cop Bots that are spawned as part of the Hacker's Big Quest not attacking custom characters who don't have the Laptop
- Ghosts are no longer removed from levels that have Radiation Blasts, Lockdown, or War Zone
- Fix for NPCs who live in the same building as a quest target being classed as Guilty despite having no relationship to the target
- Fix for cases where the player's slaves could explode when the player teleported
- Fix for player being able to obtain Slaves when their party is full
- If you free one of your Slaves after extorting them, they will remain Submissive
- Fix for cases where Frozen NPCs could talk
- Fix for Upper Crusters running away during the No Cowards mutator if Alarm Buttons do not exist
- Fixed some translation errors
- Corrected Electro Pills description, which incorrectly stated that your punch would cause a static charge in addition to your body
- Corrected Continue? description to be more accurate
- Corrected No Cowards description to be more accurate
- Fix for cases where host could not move after dying
- Fix for cases where NPCs could appear to warp to the bottom-left corner of the map for a split-second on the host
- Improved knockback-related synchronization between client and host
[ 2021-01-11 18:06:15 CET ] [ Original post ]
Hello again! Here's a spooooky Halloween update!... Well ok, not really, aside from a couple of Werewolf references in the patch notes. Over the past month, my time has been divided between a few things:
- Work on the open-world tech that's powering the Streets of Rogue sequel. It's getting to be in really good shape, to the point where I can shift focus to work on other new aspects of the game.
- Good old fashioned bug fixing. As I've mentioned in earlier updates, the sequel is using the original game as a base to work from, so I try to focus on bugs that could potentially carry over from one game to the next.
- Work on the upcoming Microsoft Store version of the game, which will be releasing next month.
Version 92
Graphics
- NPCs in the players party who go invisible will appear transparent on the screen
- Fix for online game listings scroll position appearing incorrect when selected with gamepad
- Fix for ice not having an effect on player movement if the player teleports onto it
- Fix for Big Quest map markers disappearing if the NPC turns into a Werewolf
- Fix for issues stemming from objects being hit by two sources at the same time and being destroyed
- Fix for cases where NPCs would be given low player-interaction priority when they shouldnt have been, making it difficult to interact if the NPC was near a door
- Open doors are given a low interaction priority
- Auto-Equip Weapons setting no longer affects auto-equipping armor
- Fix for certain relationship properties not being reverted when Memory Mutilator is used
- Bartender can no longer drop or otherwise lose the Drink Mixer
- "300 Money" in character creation costs fewer points
- If the player is wearing Roller Skates or is on ice, they will stop moving if they begin arresting/enslaving/etc.
- Hacker does not have the option to Install Malware on the final level
- Player will not receive Teleport Happy as a reward if they have No Teleports
- Roller Skates cancels out Chaaarge in character creation
- Fix for player not dying if they end the game while Charging with Juggernaut or Super Special Abilities
- Fix for health loss not always being calculated properly if the player is hit while Charging with Juggernaut or Super Special Abilities
- Fix for certain cases where player could not interact with their party members until entering a new level
- Fix for Slaves sometimes continuing to do tasks after becoming mutinous
- Fix for Slaves sometimes fleeing after becoming mutinous despite having their helmet on
- Fix for some cases where an NPC in the Deportation Center would exit the door and the Bouncers wouldn't care
- NPCs do not walk back and forth while they are attacking inanimate objects
- NPCs have shorter delays between melee attacks while attacking inanimate objects
- Player does not have the option to give items to Slaves that they have freed
- Fix for Mobsters ceasing to mug the player when he is hidden in a bush
- NPCs in the players party who have Camouflage will attempt to use it when the player becomes invisible
- NPCs who were chasing the player for certain reasons wont attempt to chase them through lockdown walls
- Fix for Firefighters not being able to put out fires in Bushes
- Custom NPCs with the Werewolf Transform ability can actually use it now
- If you enslave a Slavemaster, you will also gain full control of their slaves
- The players Slaves will become Submissive to other NPCs who join the players party
- Fix for prisoners not recognizing that they can escape a jail cell if the Door Detonator on the door is disabled via EMP Grenade or Power Sap
- Fix for cases where Submissive NPCs would become hostile toward the player if the player attacked one of their friends in certain ways, such as with Freeze Ray
- NPCs with Electronic will not flee buildings due to spewing gas
- Fix for cases where an NPC would begin to follow the Musician, but would not be able to bypass their own house door
- Fix for small performance drop when Bushes are shaking
- Steam multiplayer is compatible with Microsoft Store version of the game
- Fix for 'attached to wall' objects that the user places in the level editor appearing in a different direction than specified
- Full support for Microsoft Store added
[ 2020-10-15 23:48:45 CET ] [ Original post ]
Following up on last week's post, I've deemed version 91 ready for release! Thanks to all who helped me test this. The primary reason that I did a beta test before releasing this build was because I updated the Unity engine powering the game to a much newer version. If you run into any issues with the new version that we didn't catch, please let me know! Though the engine upgrade is the primary purpose of this update, I've also made a bunch of new gameplay fixes, as detailed below.
Version 91
UI / Controls
- Fix for player being able to change their multiplayer username if they began a LAN game and then started hosting an internet game
- Certain prohibited words from the bad word filter are now allowed
- Fix for players being able to give away Bomb Processor and possibly other important items as a bribe
- Fix for Paralyzer Trap causing hostility when the player uses it on someone while invisible
- Party members and mind controlled NPCs are no longer affected by Memory Mutilator
- Fix for items disappearing if the player is dragging an item with the mouse, then picks up an item creating a full inventory, then attempts to drop the dragged item
- Fix for Antisocial not canceling out Bodyguard, even though the reverse did cause a cancellation
- Players with The Law will not receive Friend of the Common Folk or Random Reverence as rewards
- Fix for player being able to use Power Sap on dead robots
- Fix for upgrades to the player's starting traits being considered non-starting traits (affects whether the player keeps them during transformations)
- Fix for Mech Pilots big quest targets sometimes being considered Innocent
- Fix for custom characters' big quests changing if they possess another custom character
- Shifting Status Effects disaster will not occur when playing as a character with the Courier big quest
- Preventative measure to ensure dead NPCs cannot ever pick up weapons
- Fix for Cops becoming hostile toward players who chloroform Zombies
- Fix for NPCs walking to ending cinematic while frozen
- Fix for NPCs becoming hostile toward player for depossessing another NPC when the first NPC is not facing the player
- Quick and Dead and Inhuman Strength trait descriptions modified to clarify that they only apply to NPCs
- Fixed a typo in Extra Health for NPCs description
- Fail-safe for cases where multiplayer client could lose items and traits when loading saved game
- Fix for random multiplayer client errors with bullets
- Unity engine updated from 2018.2.14f1 to 2019.3.7f1
- Only one instance of the game can be opened at once
- Random seeds from previous versions will no longer produce the same levels as before
Version 91b
- Fix for not being able to interact with NPCs sleeping in beds
[ 2020-09-11 18:32:56 CET ] [ Original post ]
Ive recently updated Streets of Rogue to run on a much newer version of the Unity engine. The game appears to be in good shape from my standpoint, but I didnt want to release this new version without seeing how it works on a variety of machines. So, Ive decided to release this as an optional beta update.
If youre interested in helping me test the new version, whether you're on Win, Mac or Linux, please do the following:
Right-click Streets of Rogue in your Steam library and click "Properties". Then, go to the Betas tab, and select "publicbeta". The new version should start downloading.
If you run into any bugs, send them over to me via the in-game feedback form! Assuming all goes well, Ill roll out this update to everyone next week.
One other thing of note about this version: Ill need to drop 32-bit Linux support, as this is no longer supported by Unity. If this is an issue for you, let me know and Ill see what I can do.
Thanks yall!
[ 2020-09-02 20:59:05 CET ] [ Original post ]
This update includes a whole bunch of fixes, as my never-ending quest to rid this game of all bugs continues. Seriously, Ill probably be updating this thing til Im dead. So, what else have I been up to? Well, for the past several months, Ive primarily been focused on creating new tech for the sequel. I'm happy to say it's going really smoothly! This groundwork will allow for a MUCH more expansive, open world than the original game can muster. Im super excited about the gameplay potential here, this will open up a ton of new possibilities. While itll be a very long time before I have anything official to show, Ill continue to keep you posted on my progress with these updates. Be sure to keep sending me your ideas/hopes/dreams/etc.!
Version 90
Characters
- Demolitionist now has Tech Expert trait
- Accessories and facial hair cannot be placed on certain head types during character creation
- Fix for cases where player could not interact with Mech suit due to it being "hostile"
- Fix for Mech Pilot not spawning properly in custom chunks
- Fix for Chests appearing to contain items with incorrect names
- Fix for not being able to assign items to NPCs after placing a Safe or Chest
- Fix for Slime Puddle not appearing when placed on top of floors
- Fix for Mech Pilot suit sometimes appearing onscreen after returning to level editor after testing
- Fix for potential freezes loading final level with certain chunk packs
- Fix for mutators tied to specific custom levels remaining for the entire game if the player quit to the main menu and loaded their game on the level following the level with the mutator
- Fix for issue with certain shadow tiles not appearing properly
- Fix for fist sprite appearing at the back of NPCs bald heads when they are sitting down and facing north
- Fix for dizzy stars sometimes remaining over NPCs after they are cleaned up by Butler Bot
- Fix for shadows not always appearing properly under doors
- Fix for player appearing to keep Roller Skates on after possessing and then depossessing a Courier
- Fix for shadow appearing under player as they are teleporting if they teleport from within water
- Added setting on Graphics menu to use software cursor
- Fix for Killer being incorrect on stats screen when player dies due to taking an Sulfuric Acid syringe
- Fix for cases where question mark could appear over NPCs' heads directly after starting combat
- If a player is is "operating" an object and someone pickpockets them, they will stop operating
- Dead Musician has higher interaction priority vs. objects around him when Bouncer goes to revive him
- Fix for errors when selecting certain body types during character creation
- Fix for Mech and Courier body types not always being selectable during character creation
- Fix for greyscale versions of Mech, Mech Pilot, Courier, Robot, Cop Bot, and Demolitionist being missing
- Fix for cases where the player would act as if they are hacking an object when they are interacting up close, typically after interacting with someone from across a counter and offering them an item
- Fix for panic room doors sometimes closing when lockdown walls are triggered by Supercops from their hostility toward players
- Freeze Ray can now be used to put out fires
- Mind Controlled NPCs are not affected by Memory Mutilator
- Body Swapper is affected by Intrusion Artist
- Fix for players being able to pick up airborne items
- Fix for certain items repeatedly warping if placed directly on certain Flame Grates
- Modified Walkie Talkie description to mention the fact that you shouldnt use it in view of Cops
- Fix for player being able to use melee weapons and not lose durability if they switched weapons before the swing was finished
- Fix for errors potentially occurring if the player is knocked back while attaching a detonator to a door
- Fix for rare cases where multiplayer client could be told that their inventory is full when picking up items when it is not
- Fix for multiplayer client sometimes being able to press Remote Detonator button even if no bombs have been placed
- Player cannot use Sticky Glove through closed, unbroken windows
- Slum Dwellers who are spawned for the Goon's big quest will not be Loyal due to Friend of the Common Folk
- Penetrating Bullets are stopped by indestructible-ish objects like Steel Doors and Safes
- If player dies while possessing someone or while having Resurrect, and they gain a level while on the ground, they will gain health from the level-up when they resurrect
- When adding traits, Toss cancels Near-Harmless, and vice versa
- Fix for Mind Control not working properly with Electronic
- Fix for player being able to attempt to arrest empty Mech and Butler Bot
- Fix for Blaster Survivor not working properly when hitting Remote Bombs while on multiplayer client
- Fix for Class Solidarity causing custom NPCs of different varieties to be Friendly toward each other
- Fix for cases where players could get inappropriate end-level rewards after switching characters
- Fix for Crazy-Dizzy not occurring when Electronic players return from Werewolf form
- Fix for Doctor being able to chloroform or tranquilize a Mech player, or an empty Mech suit
- Fix for Flesh Feast triggering on Mech player and empty Mech suit
- If an NPC or player is bitten or arrested while biting or cannibalizing, they will stop doing these things
- Fix for Gangsters being able to hit members of their own gang while having No In-Fighting if another player has the opposite gangs Big Quest
- Explosions from Laser Emitters will never harm players who have Blaster Survivor
- Fix for health numbers appearing multiple times when healing Musician as multiplayer client Bodyguard
- Bloodlust and Cannibalize no longer cancel each other out
- Fix for people who come out of Enraged state continuing to charge their Lunge/Zombie Spit/etc. attacks indefinitely
- Fix for cases where switching between weapons with the mouse wheel would not produce a sound effect
- Fix for NPCs believing that they are still in prison once the player has freed them
- NPCs who need to be killed for Mech Pilot's Big Quest will become hostile toward the player as soon as the player attacks them
- Fix for NPCs attempting to pick up weapons from the ground when they have no empty inventory slots
- Fix for NPCs not sitting down in their seats when listening to NPC Comedian jokes
- Fix for issues sometimes occurring when player asks a hired Hacker to hack a Slave Helmet
- Fix for cases where guards would tell the player to leave a building when they hadnt done anything wrong
- Fix for Zombified Gorillas and Jocks sometimes trying to do special attack, resulting in an error
- If a player kills a Slavemaster to free someone from slavery, the former slave will become loyal to the players followers in addition to the player
- Fix for Cops attacking the player if NPCs who were aligned due to Random Reverence attacked the Cop
- Fix for cases during the ending where NPCs in the crowd would speak lines that didn't make sense due to them being a robot or a hologram or something
- Fix for Musician being teleported by Cop Bots along with player after dying, which would make them alive again
- If multiplayer client Wrestler challenges an NPC to a fight and the NPC kills him, they will no longer follow the Wrestler's ghost
- Fix for NPCs not becoming hostile toward the player after the player kills their friend with a cyanide/acid/nicotine-filled water pistol
- Fix for NPCs not always bumping each other out of the way when appropriate when they stand too close
- Fixed typo in one of the credits list names
- Lots of small optimizations and fixes
- Game is no longer using GoG Galaxy for matchmaking, as this would not have been compatible with the upcoming Windows Store version of the game. As a side effect, I sadly had to remove the ping, level number, and mutators from the match listings (to clarify, you can still have mutators, they just won't appear on the match listing as they did before). Hopefully I can find a way to bring these back at some point in the future.
- Lots of under-the-hood changes to accommodate upcoming Windows Store version of the game
Version 90b
(Still shows as version 90, I just forgot to update the version number)
- Updated localization .csv files are now included
- Fix for white square appearing at the bottom left edge of the map
- Fix for Mech and Courier body types not appearing correctly for custom characters
- Fix for internal errors occurring when viewing matchmaking list
[ 2020-08-11 22:10:40 CET ] [ Original post ]
Hello everyone! The summer heat is on, and we at tinyBuild wanted to do something to brighten up your day. Today, Streets of Rogue is going on a weeklong sale at 30% off. Weve been doing lots of interesting things recently, and I wanted to take the opportunity to highlight some of the things were working on. Specifically, on August 13 (thats next week!) we are launching Kill It With Fire - a physics comedy game about exterminating spiders and burning down your house in the process. Its a very lighthearted game the alphas of which have had 90%+ ratings on Steam. The game is on Pre-Order that allows you to save 10%, or you can simply Wishlist it! We greatly appreciate it. https://store.steampowered.com/app/1179210/Kill_It_With_Fire/
[ 2020-08-03 17:09:04 CET ] [ Original post ]
The Streets of Rogue Character Pack adds six new playable characters, each with their own unique new abilities and quests:
Mech Pilot: Pilot your very own mini-mech and slaughter all of the city's creeps, RoboCop style!
Courier: Strap on a pair of roller skates and speed around the city delivering packages!
Alien: Use your mind control abilities to make the city's denizens do things that probably aren't good for their health!
Goon: Do your job! Defend buildings from invaders and attain the rank of Supergoon!
Bouncer: Become a bodyguard and keep a semi-famous Musician safe and sound!
Demolitionist: Craft tons of remote-detonated bombs, then plant them around the city, causing mass chaos!
Version 89
DLC
- Added support for Character Pack DLC
- Roller Skates (Trait): Allows you to travel very quickly, but with some loss of movement control.
- Delivery App (Item): Use this to start delivering packages.
- Courier Package (Item): Deliver this from one spot to another, and don't let it break!
- Side Hustling (Big Quest): Deliver a bunch of packages using the App, but be SUPER QUICK about it!
- Mind Control (Special Ability): Shoot a blast of energy that explodes on contact. Anyone within the radius becomes Mind Controlled by you. During this time, you take control of their bodies, but cannot move your own.
- Near-Harmless (Trait): Cant use weapons, fist only does 1 damage
- Homeward Bound (Big Quest): Collect parts for your broken spaceship from vending machines.
- Wrong Building (Trait): When you trespass in a building, owners who would normally become hostile become annoyed instead.
- Guard Duty (Big Quest): Speak to the owner of a specific building and protect that building from a bunch of invaders. Bonus cash if the owner survives. Winning this Big Quest allows you to achieve the rank of Supergoon.
- Ride Mech (Special Ability): A Mini-Mech appears next to you when you start levels, which you can ride.
- Mech Key (Item): Use this to start the Mech.
- Laser Cannon (Special Ability for Mini-Mech ONLY): Shoots lasers, which are quick and not very powerful. But, they recharge, so you've always got a gun on hand.
- Oil Reliant (Trait for Mini-Mech): Health can be restored by Oil Container or Ammo Dispenser.
- Bulky (Trait for Mini-Mech): Cant fit through doors or windows, speed is set to 1.
- Scumbag Slaughterer (Trait for Mini-Mech): Unlawful citizens will attack you when they see you if youre riding the Mech. They dont care about the Mech Pilot.
- Cops Dont Care (Trait for Mini-Mech ONLY): Law enforcement wont take actions if you attack citizens or vice versa, or commit other crimes, as long as youre in the mech suit.
- Brute Force Progress (Big Quest): Neutralize every unlawful citizen. That means Thieves, Drug Dealers, Gangsters, etc.
- Stomp (Special Ability): Stomp the ground to make everyone in the nearby radius Dizzy. Costs some health.
- Bodyguard (Trait): A Musician follows you everywhere. Make sure not to let any harm come his way!
- Electro Tether Vest (Item): Hurts you if you stray too far from the Musician.
- Blood Transfusion Kit (Item): Allows you to transfer health from yourself to the Musician, or revive him when he dies.
- Bodyguarding (Big Quest): Make sure the Musician doesnt die too many times.
- Bomb Processor (Item): Put in random stuff from your inventory to craft Remote Bombs.
- Remote Bomb (Item): Plant these wherever you want.
- Remote Bomb Trigger (Item): Use this to detonate the Remote Bombs you've planted all at once.
- Rubble Rouser (Big Quest): Destroy a certain number of walls in the level.
- Fix for toolbar slots disappearing if the player quits Play mode in the level editor and then returns to Play mode
- Fixed a small error with the Alien's coloring
- Fix for NPCs displaying incorrect eye sprites after being electrocuted
- Melee weapons do not lose durability when hitting Butler Bot
- Butler Bot cannot be tripped with Banana Peel
- Butler Bot cannot be targeted by certain items like the Walkie Talkie
- Fix for not being able to shoot Ghost Gibber through broken windows
- Alien can no longer be Zombified
- Player does not auto-aim toward Butler Bot
- Fix for player receiving election points from NPCs that are brought from previous levels
- Fix for optional Neutralize missions not being considered Complete if the target is Zombified before the mission begins
- Fix for Shopkeeper Big Quest sometimes assigning player to retrieve Gas Mask, even though these do not drop when the NPC is killed
- Fix for a small wall collider sizing issue
- Fix for NPCs not acknowledging a problem if you try to hand them an item when their inventory is full
- Fix for NPCs continuing to follow the player if their Slave Helmet blows up while they are invincible
[ 2020-04-29 17:08:47 CET ] [ Original post ]
Hi all! Its been a couple months since the last update, which I've mostly spent dealing with certain new and exciting ventures. Amidst that chaos, Ive managed to scrape together a whole bunch of bug fixes for you in this latest update. New Content is Coming! While this update doesnt contain any new content, I actually have a bunch of new stuff almost ready to drop. Its not quite there yet, which is why I wanted to do this interim update. Consoles! For anyone who has the console versions, you may have noticed that the game is several versions behind the PC version. I really apologize for these delays. My publisher and I have had some at-times unusual certification issues that have caused major hold-ups. While I dont have a solid update timeline, rest assured that the game will eventually be updated to match the PC version. Future plans! Streets of Rogue has now been in development for over six years, with the game being playable from start to finish for nearly two years. It's become more and more difficult to add new features to the game that are impactful, but wont break the existing game or fundamentally change the gameplay. Id like to take Streets of Rogue in some big new directions, but its tough to do so within the current structural confines of the game Ive created. So, Ive decided to begin work on a sequel! Ill be expanding directly from the existing six-years-in-development Streets of Rogue code base. Much of this time was spent turning some extremely open-ended systems design into something that was relatively polished, as opposed to a complete janky mess. Just take a look at the scores of Steam changelogs to get an idea of what Im talking about. My hope is that the stability of my existing work will allow me to focus on expanding the structure of the game world (...open world?) and adding a bunch of fun new systems (...vehicles?) while spending less time on bug fixes. Well see how that goes! I dont have a timeline for any of this. My next steps are basically experiment with new tech and toy around with new systems. Itll be awhile before I have anything solid to show. I just wanted to give you an idea of what Im up to. Frankly, I don't even have much of a design doc at this point, just a general idea of where I want to go. So if you have suggestions, always feel free to drop me a line! What does this mean for Streets of Rogue? While my primary focus will be shifting a bit, updates will still be coming. Since the next game will be built off the same code base as the original, Ill be continuing to fix bugs and make beneficial changes, with the probability of some new content along the way. Streets of Rogue is never finished! Anyways, that's all for now. Stay safe everyone! And STAY HOME!
Version 88
Level Editor
- Player is shown the main menu after pressing Esc while testing a level, instead of immediately exiting the level
- Warning message appears when saving a chunk when walls are placed at the chunk edges
- Fix for yellow quest boxes appearing during gameplay when testing levels from the level editor
- Fix for NPC talk text always appearing on a single line when displayed in-game
- Fix for issues with text disappearing when creating Sign text and NPC Talk text
- Added Alignment Circles setting in Gameplay Settings, which defaults to On. If an NPC is Hostile toward you, a red circle will appear beneath them. If they are Aligned/Loyal/Submissive, a green circle will appear.
- Level Editor button now appears beneath Custom Campaign and Chunk Pack buttons to avoid players accidentally entering into the level editor when they did not mean to
- Fix for Big Quest slot not always displaying all text in Chinese language version
- Fix for issues aiming with certain weapons in Trackpad Mode
- Fix for new Twitch votes appearing on interface after vote has ended
- Ghosts are prevented from traveling too far outside of map boundaries
- Player will no longer auto-aim at non-functional objects such as Turrets that have been deactivated
- Fix for rechargeable special abilities appearing transparent on interface after level completion
- If voting is tied between two items in Twitch votes, the winner will be randomly selected instead of selecting the first item
- Fix for NPCs not displaying user-created text on multiplayer client
- Steam/GoG Achievements will trigger upon completion even if they've already been internally triggered to reduce cases of people not being able to get all achievements
- Fix for custom character hair sometimes appearing incorrectly in Home Base
- Fix for custom NPCs sometimes appearing incorrectly when using chunk packs
- Fix for custom NPCs sometimes appearing incorrectly on multiplayer client
- Fix for Dizzy Stars not appearing and disappearing properly in Rogue Vision mode
- Fix for exit elevator being titled "Mysterious Elevator"
- Fix for Turret sometimes turning and shooting after losing power
- Fix for Signs not displaying user-created text on multiplayer client
- Fix for cases where objects attached to walls might not be destroyed if its wall was destroyed, but another object was attached to a nearby wall
- Fix for players who do an Augmentation Booth swap sometimes getting traits that they can't use because they lack the associated special ability
- Preventative measure for multiplayer client teleporting after using the level exit and not being able to exit the level
- Fix for cases where Refrigerator could be made to run after another player had picked it up
- A small noise occurs when travering broken windows
- Fix for Boo-Urn not working in some Industrial buildings
- Increased number of cases where health items cannot be given to NPCs who cannot use them (for example, giving a Ham Sandwich to a Cannibal)
- Player is blocked from giving follower NPCs weapons that they will not be able to use, such as if they have Pacifist
- Fix for player not being able to throw items at NPCs hidden in bushes
- Medical Professional allows you to use Blood Bag on yourself
- NPCs cannot have Addict or Rechargeable, since they have no proper way to take care of themselves
- Fix for Class Solidarity causing all custom characters to not be able to hit each other, rather than just custom characters of the same type
- Fix for player not being able to Cannibalize NPCs who transformed back from Werewolf form
- Assassins are no longer triggered by Random Reverence
- Cannibal players can no longer receive "Cool with Cannibals" as an end-of-level trait
- Fix for Cannibal continuing to Cannibalize after NPC body has been gibbed by someone hitting it
- On the House no longer triggers when using a Free Item Voucher
- Blaster Survivor triggers for bodies that explode as a result of the players actions
- Player cannot begin Chaaaarge while jumping
- Fix for interactions with objects not stopping when the player is bitten
- Fix for the player continuing to use operating bar when being arrested or bitten
- Fix for player getting stuck if they are being bit by a player when that player loses their online connection
- Fix for Lunge and Chaaarge not working properly for players who were Enraged
- If the player has Bullet Breaker, their rockets will not be destroyed when hitting other bullets
- Player receives Skill Points for successfully telling jokes
- Player does not unlock Gorilla if a Gorilla dies before they are freed from their cage
- Fix for Neutralize All missions potentially including Ghosts
- Fix for certain Big Quest related events occurring during New Character Every Level, where Big Quests are disabled
- Fix for Aligned NPCs that the player must kill for Big Quest not always being capable of taking hits, such as when player has No In-Fighting
- Most NPCs that must be killed for Big Quest are considered Guilty
- Fix for the No Guns and No Melee mutators not affecting NPCs in custom chunks who are given weapons by the creator of the chunk
- Zombies can be arrested during the Zombies Welcome mutator
- Fix for Bounty Hunters keeping their Rocket Launchers concealed during Rocket Chaos (this gave them away)
- Fix for certain cases where loading can get stuck when loading custom chunks
- Fix for NPCs not always sitting or sleeping when they were supposed to
- Fix for NPCs recognizing that the player hit them with Fireworks when the player is out of view
- Fix for enslaved NPCs not following the player to the exit if they had previously been involved in a quest
- Fix for Zombies becoming Submissive after being Enslaved
- NPCs will not become Annoyed when a player Bites their coop partner
- After player indicates that they want to run for Mayor, they are prompted Are you sure? Yes or No
- Fix for enforcers who are spawned during the Lockdown disaster not recognizing that Lockdown is in effect
- NPCs who become hostile toward someone after sleeping will walk around instead of returning to their bed and standing still
- Fix for Zombies not being hostile toward the player when Everyone Hates You and Zombies Welcome mutators are active
- Fix for player not being able to ask a submissive Slavemaster to hand over one of their slaves
- Fix for Cops becoming hostile toward players for shooting NPCs with Water Pistol when the Water Pistol contained a positive status effect
- Fix for Slaves becoming Friendly instead of Loyal if player removes their helmet with an EMP explosion or Power Sap
- Fix for prisoners not becoming Loyal toward players who deactivate computers and free them from prison through the use of Power Sap or EMP Grenades
- Fleeing NPCs no longer say Youre ravaging my body! since they may not have actually been attacked
- Fix for NPCs with Suspicious who are in the player's party being told to leave the Deportation Center when the player is teleported there
- NPCs are less likely to engage in combat while they are attempting to exit the level
- Fix for NPCs not reacting negatively to NPCs with Malodorous who had come from previous levels
- Added proper localization for lots of text that was added post-launch (previously some of this had been Google-translated)
Version 88b
- Fix for NPC state indicators not working properly, which could cause issues particularly when tranquilizing NPCs
[ 2020-04-03 18:25:49 CET ] [ Original post ]
After a 2-month beta period, Streets of Rogues level editor and workshop support are now available to everyone!
A lot of work has gone into making the level editor easy enough to use that pretty much anyone can pick it up and start making some cool scenarios. Check out this video for a quick introduction to the tools.
https://www.youtube.com/watch?v=Fglj8e3Pi70
In addition to levels and campaigns, you can also share the custom characters youve created through the Workshop.
A bunch of people have already started sharing their creations on the workshop. You can check them out right here.
And be sure to leave some feedback in this thread, Im still taking suggestions!
Version 87
Level Editor
- Level Editor and Workshop Support are now accessible to all players
- Custom characters can be added to Chunks
- Fix for cases where user-created campaigns and chunkpacks would not work in online games if they were in the Downloads folders
- Fix for an Error item appearing if player assigns an NPCs item slot to None
- Direction can be set for Conveyor Belts
- Fix for the game assigning Important objects for quests that would be impossible, i.e. a Retrieve Item quest for a Generator
- Fix for cases where walls that the player placed into a chunk would not be saved properly
- Levels will still load if player chooses 'Exclude Standard Chunks' when using chunk packs, but there isn't enough variety
- Fix for Robot sometimes appearing with incorrect head color in online multiplayer games
- Fix for objects continuing to glow after being de-powered
- Fix for secondary target that appears when using the gamepad moving around while the game is paused
- Fix for rare cases where Missions screen would stop taking input if entered while the screen was splitting in local coop mode
- Fix for Ammo Dispenser not playing animation if player only partially refills a gun
- Player can no longer attempt to give Cyanide to their followers
- Fix for Power Sap not taking into account when player has turned the Damage Other Players setting off
- Fix for certain objects not reacting properly when hit by Power Sap as multiplayer client
- Fix for Error trait appearing on character sheet when possessing Goon
- Fix for Cops not being able arrest other Cops properly when they are Guilty
- Fix for Electronic players not being able to use Camouflage
- Fix for "No Effect" sometimes appearing when hitting Electronic NPCs with Power Sap
- Water sprays do not continue to damage players who have Electronic after death
- Fix for Death By reading incorrectly when Electronic player is killed by a water spray
- Big Quests can no longer require the player to Cannibalize/Enslave/etc. Assassins
- Fix for final level getting stuck at 87% sometimes when Mixed-Up Environments mutator is turned on
- Fix for Cops not becoming Hostile if Robot attacks NPCs with melee weapons
- NPCs conducting an investigation (such as Supercops spawned by Alarm Buttons) will not pay attention to irrelevant noises until the investigation is complete
- Fix for NPCs not becoming Hostile if you pour oil in front of them in their owned property
- Fix for NPCs sometimes not reacting to Boo-Urn and Gas if they are on the opposite side of a building where it is used
- Fix for saved games from previous versions not loading into the next level
Version 87b
- Fix for not being able to place custom characters in preexisting chunks in the level editor
- Player can give their followers Cyanide Pills again
- Aligned NPCs falling into ponds that you have poisoned will not cause them to become Hostile
- Random Reverence will not trigger for NPCs who are hidden in bushes or manholes
[ 2020-01-09 18:02:37 CET ] [ Original post ]
Todays update features a brand new playable character - the Robot - and a bunch of fixes and additions for the workshop and level editor based on your feedback. For info on how to enable the Level Editor and Workshop while its still in beta, see here! And remember to keep posting your feedback on the level editor in this thread!
Version 86
Playable Characters
- Robot
- Added Robot Achievement
- Added Robot Big Quest
- Killer Robot is now officially known as Killer Robot instead of Robot in-game
- Added Power Sap - Releases a blast of energy that recharges you if it hits most electronic devices
- Added Rechargeable - Your melee, firearms and speed attributes start very high, and get lower along with your battery
- Added Electronic - Status effects usually don't affect you, you can't eat food, and you're damaged by water and EMP blasts
- Added Sappy-Healthy - Power Sap gives you more health from electronic devices
- Added Sap Damage - Power Sap does more damage to people in its radius
- Fix for hacks not working properly for hired hackers on multiplayer client
- Custom characters can be submitted to the Workshop through the character creation interface (enabled only if the Level Editor is enabled)
- Added support for using multiple chunk packs at the same time
- Players have the option to use only the chunks from chunk packs and not use the normal chunks at all
- Levels, Campaigns and Chunk Packs can be refreshed from Chunk Mode when you modify a chunk
- Chunk Packs can be added to Campaigns to be used in randomized levels
- Campaigns can be refreshed from Level Mode when you modify a level
- Player can click and drag a selection square in Select mode
- Player can click and drag a square in Draw mode for Walls and Floors to draw a patch
- Custom text can be added to Sign object
- Specific Laser Emitter types can be selected
- Allow Teleport setting added to to level creator
- Specific items can be placed into Chests and Safes
- Specific items can be placed in NPC inventories
- Patrolling NPCs in user-created chunks can open doors
- Levels can be given a custom title that displays at the beginning of the level and on the missions screen
- Bars and Barbed Wire can no longer be selected as an Object when editing prefabs, and are now exclusively walls
- Wastebasket no longer appears in chunk prefabs
- Fix for chunks not being removed from chunk packs properly when requested by the player
- Selection boxes in level editor no longer appear stretched at times
- Fixes for when cursor goes out of bounds on the map
- Fix for level-based mutators carrying over to the next level
- Fix for Water Pumps not connecting to pools properly in chunks that are not in Uptown or Mayor Village
- Fix for campaign saved games not always loading properly
- Fix for chunk packs not loading in saved games with chunk packs
- Fix for chunks placed in level editor sometimes showing up as Apartments
- Fix for game freezing when Windows are destroyed when next to other Windows
- Fix for elevator icons sometimes appearing in the wrong spots on multiplayer client
- Fix for player being able to press Trait/Reward/Mutator config buttons on gamepad after closing the menu
- Fix for cursor text appearing when mouse is over certain in-game objects (like computers) while on main menu
- Fix for rare cases where missions screen could soft lock after completing quests Status effects do not appear in cursor text when mousing over players
- Alarm Button is considered electronic
- Melee weapon durability depletes by much less when the player is a giant
- Fix for Boo-Urn not always causing NPCs to flee buildings
- Fix for multiplayer client seeing Rogue Vision lighting after exiting a Rogue Vision level in Random Mutators mode
- Arena fighters will not come and listen to players jokes
- Fix for Killer Robot being able to pick up weapons
[ 2019-12-17 23:10:29 CET ] [ Original post ]
The 2019 Steam Awards are here, and I'd like to humbly request that you nominate the game for the 2019 Most Innovative Gameplay award! Streets of Rogue has always strived to allow the player loads of freedom in how they approach situations. Designing a game that's able to support this sort of hyper-emergent gameplay was no easy task, and attempting to account for all of the nutty possibilities that players could throw at the game is the main reason why Streets of Rogue was over 5 years in development. To the best of my knowledge, it's the only true "free-form" rogue-lite on Steam. While some have suggested nominating Streets of Rogue for the Labor of Love award, that particular category encompasses all games on Steam, while Most Innovative Gameplay only encompasses games released in 2019. So I think it might stand a better shot for Most Innovative Gameplay! Thanks folks!
[ 2019-11-26 18:00:05 CET ] [ Original post ]
Hey again everybody, its been a minute! I dont intend for there to be a 2-month-plus gap in updates in the near future, things just kinda worked out that way this time around. Anyways, without further ado, heres whats new:
Level Editor and Steam Workshop Beta
The long-awaited level editor and workshop support are finally here in beta form! This early version is being released as a way to gather feedback and for players to add content to the workshop before it releases officially. Since this is an unofficial launch, youll need to do the following in order to enable the level editor and workshop beta:
1. Join the the Streets of Rogue Workshop Beta group. This will allow you to see the Workshop content when you visit this link.
2. Right-click Streets of Rogue in your Steam library. Go to Properties -> General -> Set Launch options, and enter leveleditor. This will allow you to use the level editor beta.
And thats it! Check out this video for a quick overview of how the editor works.
https://youtu.be/Fglj8e3Pi70
The non-beta version of the editor should be coming in January if all goes well. Be sure to post your feedback in this thread and start sharing your creations on the Workshop!
New playable character: Mobster
Shake down business owners for extra income in your pocket at the start of each level. Or just mug random people for their cash. Just remember to pay off the cops as well, or youll end up in a bunch of trouble!
Version 85
Features
- Level editor and workshop support beta
- Mobster
- Added Mobster achievement
- Added Extortionist - You can extort business owners for extra cash by threatening them or roughing them up. Just remember not to kill them, or they can't pay!
- Added Corruption Costs - Pay off the Cops whenever money is owed, either directly or through ATM
- Added Mugger - Mug people for cash or important items. Also increases your general "threaten" abilities and allows you to talk to Annoyed people.
- Fix for Trust Funder giving the player money every time they joined a multiplayer game
- Fix for Blaster Survivor not triggering on explosions caused by Overclocked Generators
- Fixed a light brightness issue when lots of bodies were near each other
- Fix for hats being incorrectly positioned when over Cop Bot head
- Fix for Remove x disaster text not appearing properly on Mutator Configuration interface
- Fix for Upper Cruster background not appearing green on character select
- When gamepad player hovers over empty custom character slot, text in stats window reads Create Me!
- Player no longer gets teleported slightly back sometimes when walking through destroyed walls
- Fix for cases where chat log would sometimes state the incorrect name for a character when a custom character was chosen
- Player can use Loadout Machine while Speed Run mutators are active
- Fix for multiple counters appearing over Generator when it is hit by multiple EMP Grenades
- Fix for Augmentation Booth's "swap trait" feature sometimes giving the player a trait that they could not use due to it requiring a special ability
- Chests no longer contain under $10
- Fix for cases where Memory Eraser would not work properly
- Fix for equipment such as Combat Helmet not giving status effects to Cop Bots
- Fix for Fireproof Suit armor not depleting when hit by things that aren't fire
- Fix for incorrect sounds sometimes playing when hitting with blade weapons
- Fix for cases where Neutralize All quests could work incorrectly during Ooze levels
- Slightly different Gorilla dialogue if he can speak due to having removed Vocally Challenged with the Augmentation Booth
- Added Mobster Big Quest
- Fix for extra imprisoned Gorillas not spawning on the first level for Gorilla quest
- Fixed a couple of instances where multiple beds appeared on top of one another
- Slight changes to how Power Boxes are placed
- Hiring NPCs costs less
- Fix for NPCs becoming hostile if the player hits them with a Dizzy/Teleport Grenades while invisible
- Fix for Cops not wandering properly if they are in a big open area
- When players with Fair Game who approach and interact with an NPC from behind, the NPC will turn toward the player, and likely run or attack
- Fixed a number of translation errors
[ 2019-11-20 19:25:02 CET ] [ Original post ]
This update includes a number of small-ish features and changes that had been on my todo list for a long time, but I didnt have the time to cram them into the game before it launched. Rejoice, you can finally split your stack of items in multiplayer mode! Theres still a bunch more items on this particular list, and Ill definitely circle back to it at some point. For now though, Ive decided to switch gears away from content and feature creation for a bit, and focus my efforts on something that players have been requesting for a long, long time: A level editor! Ive been making some great progress on this, and hopefully it wont be too much longer before you get to start playing around with it For more info on the current state of development, check out my "Whats Being Worked On" post on the forums.
Version 84
Big Quests
- Custom characters can now have Big Quests
- When the Hacker installs malware, the computer will indicate that Cop Bots have been deployed, as there has been confusion as to where the Cop Bots come from
- Messages appear in the multiplayer chatlog when complete or fail their big quests for the level
- Added Slower Gameplay mutator
- Added Extra Health for NPCs mutator
- Character select screen slots change color after you have completed the character's Big Quest
- Added a button on character select to randomize your characters appearance
- Current disaster will still appear on the Missions screen when the player has Teleport-Happy
- When using Sticky Glove, Empty text will appear when moving the cursor over NPCs you have already pickpocketed
- Missions screen can be opened while player is incapacitated due to dizziness, freezing, etc.
- Fix for cases where "E_" could appear when displaying the names of custom characters of certain names
- Fix for countdown clock overlapping other timers when the Timer setting was set to On, but player is not in Speedrun mode
- Fix for Missions screen not updating teleport text if the players situation changed
- Fix for status effects not always appearing when the player mouses over someone
- ATM Machine includes the option to destroy items that are stored instead of retrieving them
- Player can break into crates using Crowbar, which makes less noise than destroying it
- Gas cloud collider expanded a bit, but only for NPCs, so that gas is more likely to connect with them when they run out of buildings
- Player can split their stack of items in local and online multiplayer modes by pressing Alt+Left-click on mouse/keyboard or the left trigger on gamepad
- If the player gains Pacifist, Stubby Fingers, or Sausage fingers and is holding a weapon that they can no longer use, they will unequip the weapon
- Warp Grenade does not work on dead people
- Potential fixes for scenarios where Ammo Stock is not effective
- Fix for player being able to shoot revolver bullets through north/south facing walls
- Fix for Generators and Door Detonators harming players with Blaster Survivor when player uses Explodevice
- Player is blocked from accidentally using Resurrection Shampoo when they already have the status effect
- Fix for NPCs sometimes telling you to knock it off after using Memory Mutilator
- Fix for cases where Boo-Urn would not function properly
- Lasers Ignore You has been removed, and its effects have been merged into Graceful
- Blaster Survivor only works for actual explosions, and not for things like Dizzy Grenade or Warp Grenade
- Player cannot speak to NPCs who have Hearing Blocked
- Fix for Clumsiness Forgiven not always triggering when knocking people through walls
- Potential to Not Suck does not trigger when possessing a Slum Dweller
- Fix for Stable System causing status text to rise repeatedly from the player when they walk into a poisoned lake or come in contact with gas
- Fix for sleeping NPCs not being scared by Boo-Urn
- Fix for super special ability data sometimes appearing incorrectly for custom characters on stats screen
- Potential fail-safe for rare cases of melee not being usable after falling into holes
- Cannibals receive extra XP for killing Soldiers, and vice versa, much like rival gangsters, scientist/gorilla, etc.
- Different ending dialogue for Gorilla when you have the Translator
- Player can buy a round of drinks from the Bartender for NPCs in the building
- Fix for Vampire not ceasing their attempt to bite someone after becoming aligned/loyal/friendly
- Fix for NPCs having difficulty opening doors from the inside when diminutive or shrunk
- Bouncers at weapon detector lasers only ask for weapons if you're carrying one
- Bouncers at weapon detector lasers give player the option for their followers to leave their weapons behind
- Fix for NPCs spawned in the middle of levels not always having the correct relationship to the multiplayer client
- Fix for locked doors opening if the player tells a Thief to lockpick a door to which they are unable to path
- Fix for laser not always being turned off on multiplayer host when a a client would coax a bouncer to turn them off
- Butler Bot has interaction dialogue
- Resist Damage (Small), Resist Damage (Medium) and Resist Damage (Large) have actual descriptions
- Fixed various incorrect Chinese language translations
- Potential fail-safe for rare cases where save data could be deleted
- Work on level editor
[ 2019-09-09 18:40:33 CET ] [ Original post ]
This update includes a number of new items (as the title would suggest), lots of bug fixes, and some new features that players have been requesting for a long time. Ill let the patch notes speak for themselves, cuz theres a lot of them. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. Be sure to post your thoughts on the new stuff, I am listening! See ya soon! New Features
- Configuration saves for Mutators, Rewards and Traits - Save and load configurations of inactive rewards.and traits, as well as active mutators, so that you wont have to set them up every time you re-enter the game.
- Added option to reduce screenshake, as opposed to just turning it off
- Profanity filter for online games can be turned on or off in settings
- Speedrun Mode (Standardized) - Works the same as before, but all traits and items are unlocked, and are all set to be active. Here's the catch: If you take more than 4 minutes to complete a level, you die.
- Revolver - Fires quick and powerful bullets, but has a hefty cooldown time.
- Monkey Barrel - Technically a barrel full of diminutive and very angry gorillas. It'll take them a few seconds to break free.
- Ammo Stock - Increases the number of rounds that can be stored in a gun.
- Rate of Fire Mod - A gun trigger with racing stripes on it. Yeah. Shoot more rounds in a short amount of time.
- Body Swapper - Target a non-prisoner to swap places with them... In the "position" sense, not the "Freaky Friday" sense.
- Explodevice - Causes all nearby electronics and explosives to blow up.
- Fireworks - These fireworks are illegal, primarily because it's literally a bag full of rockets.
- Walkie Talkie - Call nearby Cops to take down a specific criminal. Or person you don't like. Or person you do like. Who cares?
- Memory Mutilator - Reverts people's relationships to you and each other to whatever they were at the beginning of the floor.
- Warp Grenade - Anyone on the receiving end of this grenade will be warped to a random spot, yourself included.
- Blood Bag - Drink this for health if you have Jugularious. Otherwise, see a Doctor.
- Antidote - Cures negative status effects, and prevents new ones from taking effect.
- Boo-Urn - These "rescue" ghosts need a new forever home! Use this indoors to scare away the building's inhabitants for good.
- Fix for NPCs not always switching from "dancing" to "dead" or "knocked out" state properly when they die off-screen
- Fix for player appearing incorrectly if they return to home base after ending the game while possessing someone as a custom character
- Fix for player shadow disappearing if you jump out of water while invisible
- Fix for water cannon and other items-in-hand changing color in character select when skin color is changed
- Fix for fading issues on ultrawide resolutions
- Fix for cases where NPCs could appear flashing red after resurrecting
- Potential fix for cases where NPCs appear to be sitting when there is no chair
- Added profanity filtering to the multiplayer Join screen
- Multiplayer chatlog remains on the screen at all times during character select
- Player cannot change gamepad controls during the game in coop modes, as this could cause issues
- If the player is next to an object and they move the mouse off it, the object will not become de-highlighted
- Daily Run date changed to international standard format
- Fail-safes added to prevent cases where camera could become black
- Fix for occasional issues doing things like hacking in coop mode as player 2 when player 1 is using keyboard and mouse
- Fail-safe for rare cases when notification message could appear onscreen before the Level Start message and cause a freeze
- Fix for cases where quick-teleport wouldn't work properly on multiplayer client
- Better timer positioning when timed events take place at the same time as the speedrun counter is in place
- Fix for player sometimes being able to point the cursor over nonexistent objects on character select screen
- Potential fix for issue with player sometimes teleporting onto bear traps
- Fix for Hacker having their target open in the home base if it was open when the game was completed
- Fix for toolbar numbers disappearing when the player is dragging an inventory item
- Fix for places where player could get option to knock on red doors despite them being inside a building
- Potential fix for refrigerator sometimes passing through objects
- Fix for multiplayer client being able to activate High Volume repeatedly on Television
- Fix for Crusher sometimes not being destroyed when the wall it was attached to is destroyed
- Fix for cases where huge explosions could miss certain objects
- Fix for hacker continuing to interact with objects after they have been picked up by Wrestler
- Vampire starts with 2 Blood Bags
- Player cannot place more than 10 Time Bombs at once
- Fix for projectile weapons in scrollbar weapons list not having a proper consistent hierarchy
- Player will always prioritize picking up a quest item over other items if it would result in the immediate completion of a quest
- Cube of Lampey drops money at slightly higher values, and sells at $4 base price per charge instead of $5
- Status text appears when the player runs out of Cube of Lampey
- Ghost Gibber is twice as effective against living NPCs
- Fix for Diminutive not causing the player to do less melee damage, as specified in its description
- Fix for context menu on Arcade Machine not remaining open after player with Cyber Nuke hacks it and chooses Increase Volume
- Fail-safe for rare cases where NPCs would appear to be getting bitten after the player finished biting them
- Extra preventative measure for cases of player being teleported onto Bear Traps
- Fix for Possess not working with some types of custom characters in online multiplayer mode
- Bartender cannot offer drinks to NPCs with Jugularious (namely Vampires)
- Fix for Art of the Deal not always working properly when interacting with counters on multiplayer client
- Fix for NPCs getting angry at the player for hitting their owned items when the player has "Promise I'll Return It!"
- Being electrocuted removes Withdrawal
- Fix for certain traits appearing in the home base traits menu for certain players despite having been removed from the game
- Fail-safes for infinite Werewolf as online multiplayer client
- Fix for Zombie not facing correct direction if player uses the right analog stick to aim their spit
- Class Solidarity and No In-Fighting now protect your followers from touch-based attacks
- Fix for cases where Explosions would do no damage
- Fix for issues stemming from Butler Bot cleaning up bodies of non-War Zone NPCs
- Zombie is no longer required to complete Big Quest during War Zone disaster
- Cannibal is no longer required to complete Big Quest during Zombies disaster
- Fix for Disasters potentially starting while the player is on the Missions screen
- Fail-safes for rare cases where NPCs are not "cleaned up" properly during War Zone
- Bounty disasters have more bounty hunters
- Fix for cases where too many Butler Bots could spawn during War Zone
- Assassination Nation assassins are considered Guilty
- Fix for object info UI going a bit haywire on multiplayer client during Rogue Vision
- Fix for Mine Cart and Train sometimes not being invisible during Rogue Vision
- Upper-Crusters will still use Alarm Buttons during No Cowards mutator
- All NPCs are considered Guilty during Everyone Hates You
- Fix for cases where party members spawning at the beginning of levels could prevent certain other NPCs from spawning, and take their appearance in the process
- The player's party members will not get scared out of buildings by fire
- NPCs are less likely to become hostile toward other NPCs in their own party if they accidentally hit each other
- Fix for NPC Gorillas telling the player Gorilla that they are "unpleasant" if the player requests that they join their party when the party is full
- NPCs wandering in gangs react more appropriately when challenged to a fight by the Wrestler
- Fail-safe for instances NPCs could retain properties of having fallen into a hole despite appearing to be alive, running in place, and hitting the player
- Fix for War Zone NPCs disappearing after teleporting
- If you start Arresting, Biting or Enslaving an aligned person and cancel partway through, that person will become hostile
- Better AI reaction when prisoners are freed during a Radiation Blasts level
- Fix for NPCs coming after player during Bounty disaster even after the player has Hypnotized them
- Fix for NPCs getting annoyed at people who Bite, Chloroform or Cannibalize while Invisible
- Prisoners will not get annoyed at the player Biting, Chloroforming or Cannibalizing
- NPCs will not get annoyed at people who Bite, Chloroform or Cannibalize an NPC who Cops would not take issue with you killing, such as a Cannibal who popped out of a Manhole
- Potential fix for issue where "rescue" followers could stop following the player
- Spanish, German, Portuguese, and French now use the same font that is used for English
- Consistent fonts when displaying Polish characters
- Damage Other Players now reads Damage Other Players (Friendly Fire)
- Fix for Werewolf not having any interaction dialogue, which could sometimes result in errors
- Clarified the description text of Vicious Chameleon
- Removed Get to the Exit timer, which I believe has outlived its usefulness. Let me know if this causes unforeseen problems.
- Fix for cases where game could get stuck at the end of a level if a person left while other players were in the elevator
- Attempted fix for multiplayer client not completely disconnecting when leaving games
- Safeguards for cases where ghost player could not be interacted with
- Fix for cases where clones of the custom-character player might not appear graphically correct or might be missing their name when traversing multiple floors
- Fail-safe for cases where player could not move after becoming ghost or being revived
[ 2019-08-21 18:17:35 CET ] [ Original post ]
Hey all, thanks for a kickass launch! Response to the game has been almost universally positive, just really great vibes all around. Its been a hectic-but-fun week and a half as Ive been scrambling to track feedback, fix bugs, do interviews and promotion, respond to emails, and occasionally, eat and sleep. For the games early access period, I released new builds every two weeks. Post-launch, Ill be releasing builds on a much less predictable basis (case in point, this one!). This particular build was meant to address some of the more immediate launch issues. Im not exactly sure when the next build will be released, but itll probably be at least a few weeks if I can actually force myself to take the short break Ive been planning :p For anyone playing the game on consoles, this version will be the basis for the next console patch. In addition to whats listed here, there will be some console-specific fixes, like a fix for Joy-Con drifting on the Switch version, as well as some larger font sizes. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums.
Version 82
Graphics
- Certain objects do not cause screenshake when destroyed by Giant, such as the Bush
- Fix for red werewolf lighting remaining in coop modes if the player transforms back to human form while his NPC followers are still werewolves
- Resized and repositioned interface elements on single-player character select screen
- Tooltip is slightly larger, and text within is slightly bigger
- Changed toolbar arrow image to be consistent across platforms
- Text at bottom of Character Creation says "Create Character" instead of "Edit Character" when character slot is empty
- Version number appears smaller on the screen
- Added Loading text to current message when switching between single-player and coop mode from home base
- Loading text appears when entering Character Select and Home Base from main menu
- Fix for missions screen related soft-locks during local coop mode
- Fix for quest markers remaining over NPCs if they die after the game has ended
- Fix for Game Over not occurring properly if Ghost is over Manhole when they explode
- Fix for player not being able to teleport to starting elevator in Mayor Village with Teleport-Happy
- Fix for analog stick menu movement being too sensitive on the vertical axis
- Bush shaking is slightly more visible
- Fix for multiplayer client hacking Police Box not working properly
- Fix for multiplayer client being able to broadcast from Satellite multiple times
- Fix for doors transforming from "No Entry" to "Normal" if player places a Detonator on them and disables it
- Fix for player not always tripping lasers when lunging through them
- Fix for Shopkeeper being able to offer Mobsters their Portable Sell-O-Matic
- Fix for Cardboard Box appearing to remain on players between levels in online multiplayer mode
- Unlocking Rocket Launcher is no longer a prerequisite for unlocking Fire Extinguisher
- Player can no longer attempt to remove the Slave Helmet from a Slave if he was interacting with the Slave when the Slave becomes free
- Fix for various issues with player using Primal Lunge while holding a gun
- Fix for Loadout items sometimes appearing twice in list
- Fix for E_InvisiblePermanent appearing during Assassination Nation mutator
- Fix for Zombies not appearing Friendly to player Zombie during the Zombie mutator
- Homesickness Killer will not appear as an end-of-level trait if the player has Enslave
- Fix for weird stuff happening after Wrestler becomes Giant while holding an object
- People will stop biting or cannibalizing when they are bitten, they trip, or they jump
- Fix for custom characters with Addict triggering Withdrawal in Home Base
- Fix for Shapeshifter retaining Super Special status effects of Investment Bankers Feelin Good after depossessing
- Potential fix for rare cases of being able to hit people after they had fallen into a hole
- Fix for tranquilizer darts and zombie spit causing knockback when shot from multiplayer client
- Fix for cases where player was assigned to neutralize a Zombie
- Added 1.0 mutators to the pool of potential mutators for Random Mutators
- Fix for Assassination Nation unlocking when the player died as an Assassin
- Added clarification to Continue mutator description that it starts after Floor 1
- Fix for orange arrows sometimes appearing above Werewolves' heads during the Many Werewolves mutator even if the player is not a Vampire
- Fix for Arsonist and Werewolf not appearing in levels when using Ape Town mutator
- Cannibals will not spawn in bushes during Radiation Blast levels
- Fix for NPCs sometimes technically facing angles other than south when dancing, despite appearing to face south
- Fix for cases where player could offer beer or whiskey to bouncers when they had no more left in their inventory
- Fix for Door Detonators sometimes causing non-prisoner NPCs to act like they were just freed from prison
- Fix for multiplayer client being able to influence electability with mobsters multiple times
- Fix for translations of "Damage Other Players" description
- Fix for translations of Reward instructions in Home Base
- Fix for some Bouncer text in certain languages telling the player they should go into the arena despite there being no arena
- Fix for rare cases where player was able to knock Bouncer through a wall
[ 2019-07-22 21:33:42 CET ] [ Original post ]
Streets of Rogue is out of Early Access! Thats right, after nearly two and a half years in Early Access and over five years in development, Streets of Rogue is finally ready for prime time!
https://www.youtube.com/watch?v=Whqzf1d-E2w
On behalf of Matt Dabrowski, aka madguy90:
The game has also been released on Xbox One, PS4 and Nintendo Switch. Im very proud to say that we were able to pack nearly all of the content and functionality of the Steam version into the console versions! Whichever version you choose, youre getting the full Streets of Rogue experience!
THAAAAAAAANKS!
Ive said this many times before but I wanted to reiterate: Streets of Rogue would absolutely NOT have been possible without the help of the Early Access community. Believe it or not, I actually do read all of the feedback on the message boards, the discord, and the stuff that you guys have sent through the in-game feedback form. This has been immensely helpful in finding and fixing bugs, gauging what people want to see in the game, what people dont want to see in the game Its like having a massive QA team and a whole crew of game designers, which didnt exactly fit into the budget of a solo game developer. I am completely blown away by the devotion that many of you have shown in helping to make Streets of Rogue a better game. I cant overstate just how much I appreciate your efforts.
Whats New?
If you havent played Streets of Rogue in awhile, you may be surprised at just how much the game has changed and expanded. Ive been putting out substantial updates every two weeks since the game entered Early Access. I could go in-depth about how much content, polish and balancing work has gone into Streets of Rogue, but in the interest of brevity Ill just put it this way: Its gone from being a game that was worth maybe a dozen hours of your time, to something that many, many people have played for hundreds or (in a few cases) literally THOUSANDS of hours. Theres a lot of game in here.
Whats next?
Heres what the rest of my summer looks like:
- Take in user feedback and fix bugs as the dust settles around the launch
- Take a short recuperation break so that I dont go nuts
- Start working on new features and content for the game: Characters, Items, Traits, etc.
The Making of Streets of Rogue
Ive just released a new DLC that includes around an hour of developers commentary and a bunch of old builds of the game dating back all the way to 2014. If you enjoy Streets of Rogue and feel like spending some time chilling out and learning how the game got made, this might be for you! https://store.steampowered.com/app/1064720/The_Making_of_Streets_of_Rogue/
Version 81 Changes
Achievements
- Terminator - Kill the Killer Robot
- True Believer - Find the Alien
- Fast Food - Make a Refrigerator "Run"
- Creature Feature - Kill a Vampire while playing a Werewolf
- Flat Earther - Fall off the edge of the map
- Creative Genius - Create a custom character
- Fountain of Life - Poison a water body with Resurrection Shampoo
- Potent Mix - Have four status effects at once
- Slaver Enslaver - Enslave a Slavemaster
- The Best Around - Win an Arena fight
- Massacrist - Kill everyone in a level
- Safe Travels - Nicely ask an NPC to leave a level
- Shocker - Electrocute someone in water
- Ironic Killer - Kill someone by throwing a Gravestone at them
- Murderous Mixologist - Give someone a Cyanide Cocktail
- Zombies Welcome - Zombies are welcome amongst the normal population.
- Supercop Land - All Cops are replaced with Supercops.
- Money Rewards - Money is always given as a reward for completing missions.
- Ape Town - Everyone appears as a gorilla, though this has no effect on gameplay.
- Many Werewolves - Werewolves appear randomly amongst the normal populace.
- High Costs - Everything costs more money
- Assassination Nation - Assassins appear every level.
- Doctors are Important - Health items are less effective, but doctors are cheaper and more common.
- Big Knockback - More knockback is applied to all hits.
- No Cowards - People will never run from battles.
- Neutral Cannibals - Cannibals are no longer initially hostile.
- Fix for NPCs sometimes facing the wrong direction after teleporting
- Fix for custom characters having incorrect body sprite when dancing
- Added the option to play in-game sound and music while the game is minimized
- Changed color of "right-click to use" text on tooltips from red to orange to avoid confusion (red often indicates that you cant do something)
- Added a small built-in dead zone for player movement and missions screen cursor movement to avoid issues for users with sticky joysticks
- Fix for some sign text displaying a scroll bar when viewed in 3- and 4-player mode
- Fix for cases where player could teleport into buildings if the outside of the building was surrounded by ooze
- Fix for most cases where chatlog's bottom line gets cut off
- Fix for Door Detonator not always blowing up the door properly when out of the camera's view
- Fix for Record of Evidence not playing when the player pays a DJ to do it
- Fix for Loadout-O-Matic having incorrect items when using No Guns mutator or No Melee
- Player cannot purchase guns from ATM Machine when using the No Guns Mutator. Same goes for melee weapons and No Melee
- Fix for NPC Werewolves not always transforming properly (for real this time)
- Prickly Skin cannot trigger with Ghosts
- Fix for player being able to hit other zombies who were killed/zombified for Neutralize All mission
- Human players are never classified as "Guilty"
- Fix for Cool with Cannibals causing problems when the player possessed Cannibals with the Shapeshifter
- Fix for quick-teleport not working properly in Mayor Village if player has Teleport-Happy
- Fix for Fireproof Skin + not destroying fires as custom character
- Fix for player taking damage from Flamethrowers and Fire Spewers when they have Fireproof Skin +
- Fix for cases where player would not receive Found Cool Stuff bonuses while using gamepad
- Fix for Slum Dweller only being charged $40 for the Big Quest payments in Quick Game mode
- War Zone NPCs don't technically jump out of manholes when they are off camera to cut down on potential errors
- Player cannot command NPCs to attack Hologram Bigfoot
- NPCs who are Zombies, Ghosts or Robots will not retreat indoors during Ooze and Radiation Blast disasters
- Fix for NPCs not becoming hostile toward the player for trespassing on their property if the player has possessed a rioter or war zone NPC
- Fix for NPCs ceasing to respond to commands if the player commands them to destroy an object in a location that they can't reach
- Fix for cases where Zombies could get mad at custom character zombie players due to Fair Game
- Fix for Radiation Blasts description stating that the blasts are every 15 seconds instead of 20
- Bouncer speech wont reference wanting money or alcohol in their dialogue unless they are willing to accept it
- Fix for Shopkeeper in being able to open a locked door he was not supposed to
- Fix for rare cases where tutorial can lock up when opening the red door
[ 2019-07-12 16:37:27 CET ] [ Original post ]
Here we are, the final beta update before the game releases out of Early Access on July 12th! And one day early to boot, I didnt want to release this on the July 4th holiday. In case you missed it, Streets of Rogue is going to be releasing on Xbox One, PS4 and Switch on July 12th as well. You can find all the details in this post. This is a major, major milestone, and I am beyond excited and anxious. Streets of Rogue fans, please help spread the word, and lets give this scrappy indie a bigger launch than Cyberpunk 2077! OK so that may be a little.. ambitious, but as I always say, aim really high and youll fail much higher than you otherwise would have! For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. Last updates Double Fortnight Discussion continues with the Final Thoughts Free-For-All.
Beta 80
Graphics
- Fix for online players using custom characters not appearing to have the correct body if someone joined the game while they were in the home base
- Fix for radiation blast causing NPCs to display "fall in hole" animation after already falling into a hole
- Fix for player being able to make selections on object context buttons while quest notifications were on the screen
- If player uses shift+click to drop items from the toolbar while interacting with an object, they will stop interacting
- Fix for incorrect item being dropped when dropping items while using Sell-O-Matic and having Auto-Sort Inventory turned off
- Fix for inventory sometimes closing at inappropriate times when the player right-clicks on items in it while interacting with a chest
- Fix for object names appearing on mouse cursor after bombs have exploded and game has ended in Find Bombs mission
- Potential fix for rare instance where trait select buttons were not clickable after turning off Twitch integration
- Fix for trait select menu taking too long to close after selection if Twitch integration was turned on but Twitch trait selection was turned off
- Twitch vote no longer requires you to enter a pound sign before the number, though you still can if you want, it works either way
- Fix for twitch chat prompting users to make choices after twitch integration was turned off
- Fix for player being able to open and close certain menus while a multiplayer game was loading, though this wasnt actually visible to the player
- Fix for objects in range of the player losing their highlight if the player enters the main menu and returns
- Fix for items in inventory appearing inappropriately with red text if you sell certain items like Taser during their cooldown period
- Chatlog appears when right-stick button is pressed to bring up chat menu
- Fix for "Get Hat" remaining over the Mayor's head when Mayor hands the hat to multiplayer client
- Fix for cases where player would be able to open locked doors from the wrong side
- Fix for incorrect number of items sometimes getting stored in ATM when storing stackable items
- Fix for spray size of Fire Spewer and Fire Hydrant not always being correct on multiplayer client
- Fix for explosions from objects like exploding barrels, fire hydrants, etc. not appearing on multiplayer client when using a grenade on these objects
- Fix for rare cases where Gas could affect people from far away
- Water Pistol will fill up with status effects when you stand in bodies of water
- Fireproof Suit resists all damage, not just fire
- Fix for gamepad players being able to use Fud and Ammo Processors after their charges had run out
- Record of Evidence is removed from the player's inventory after it is used
- Cloned or Friend Phoned NPCs will have fewer shop items in their inventory
- Fix for occasional multiplayer host player and client player inventory desyncs after the client loads a saved game
- Fix for "inventory full" message appearing in certain cases where player trades an item for another item with an NPC
- Player cannot give Cannibals and Vampires food items that they are not capable of consuming
- Fix for multiplayer client with no equipped weapon equipping a weapon they just picked up, even if the weapon that was picked up was already in their inventory
- Fix for Rocks and Shurikens not being thrown the correct distance after loading saved games
- Fix for player needing to wait a couple of seconds before shooting people a second time with nicotine or acid from water pistols, or it would be ineffective
- Fix for player sometimes not being able to possess people when they were near windows or doors
- Fix for player not always gaining Super Special Ability of the NPC they are possessing when they have unlocked that ability
- Fix for NPCs with Hearing Blocked waking up when certain objects like doors were broken
- Fix for Crazy-Dizzy not having a proper description
- Fix for cases where backstabs wouldn't work properly on NPCs who were in combat or fleeing when the backstabber was invisible
- Werewolf NPCs in the players party will have to wait for their cooldown to end before transforming into a Werewolf a second time
- Player cannot receive Crooked at the end of levels if they do not have The Law
- Fix for Bloody Mess not being triggered by Bite
- Trust Funder gives player money at the start of the first level
- Fix for multiplayer client not retaining Super Special Abilities if they leave the game and return
- Fix for multiplayer client being able to use Chloroform Hankie multiple times on an NPC and gib them during high latency
- Fix for custom character Homesickness Killer NPCs not starting with all their traits at the beginning of games in multiplayer mode
- Fix for player being able to teleport while their opponent is tripping on a banana peel
- Fix for "get money" sound playing at the beginning of levels if the player's followers have Trust Funder
- Fix for Chloroform sound effect playing multiple times on multiplayer client
- Player only receives credit for the first three times he pickpockets a single person
- Fix for cause of death reading as "Giant Bomb" instead of "Suicide" after the player is initially killed in the Find Bombs disaster
- Extra Gorillas for Gorilla's big quest are not spawned in Mayor Village
- Fix for Random Mutators sometimes giving players mutators that they've already activated
- Fix for Continue not functioning when the clock runs out due to Find Bombs mission or Time Limit mutators
- Gangsters appear in groups in the Park levels
- Fix for certain floor tiles between buildings in Uptown levels being considered dangerous which could affect where the player could teleport amongst other things
- Removed Bouncer from a couple of locations where they didn't make sense
- Altered guard spawn rate in a couple of locations
- Fix for NPCs becoming hostile toward the player for pickpocketing them from the front while invisible
- Fix for cases where Cops would become hostile toward players who damaged NPCs when the NPC was not in the Cops line of vision
- Fix for NPCs sometimes not attacking other NPCs that the player commanded them to if they are nearby but just slightly out of their direct line of vision
- Fix for cases where NPCs would attempt to path around objects that were removed at the start of the level
- Fix for player not being able to pay off specific mobsters if that mobster is aligned with the player, but the other mobsters in their gang are not
- Fix for former party member NPCs not using health items given to them by the player
- Ghosts will not become annoyed at the player for doing things like cannibalizing and enslaving
- Reduction in instances where NPCs would know a hidden players location or blame the player after being damaged by items items, fires, and explosions caused by the player
- Fix for NPCs sometimes avoiding Fire Spewers when far away from their shot radius
- Fix for cases where NPCs would continue to attack an object that was already destroyed
- Fix for NPCs who escape from prisons becoming non-interactable if they run into a new building during Radiation and Ooze disasters
- Fixed an error in Wall Walloper description
- Tutorial now directs you to click the Entrance icon instead of the Elevator icon, which is more accurate
- Added new desktop icon, added icons for Mac and Linux
[ 2019-07-03 18:33:53 CET ] [ Original post ]
Hey everybody, Streets of Rogue is launching into 1.0 (and on Xbox One, PS4 and Switch) on July 12th. You can find all the details in this post. When this happens, the games base price will go up from $14.99 to $19.99 MSRP. So, just a heads up for anyone whos thinking of grabbing the game: the Summer Sale might be your best shot at the best price in the coming months. The current discount lasts until July 9th, so dont miss out! https://store.steampowered.com/app/512900/Streets_of_Rogue/
[ 2019-06-29 16:59:59 CET ] [ Original post ]
Hi everyone! This is an exciting announcement on behalf of madguy90, the developer of Streets of Rogue!
After nearly two and a half years in Early Access and over five years in development, Streets of Rogue 1.0 is finally being released on July 12th! Release platforms include PC, Mac, Linux, Playstation 4, Xbox One, and Nintendo Switch!
Checkout the pre-launch teaser
https://www.youtube.com/watch?v=0b0G6h6rhTo
Pre-Orders!
(PS4 pre-orders arent available, sorry!) A massive thanks to everyone who has helped support the game in Early Access! Streets of Rogue is a staggeringly complex game, and it would have been completely impossible to wrangle this thing together without your consistent feedback. Seriously, this game is about 1000x better than it would have been if it were made in a vacuum - a true testament to the power of involving the community in development. The release version of the game will include a bunch of new achievements and mutators, and the game will continue to receive updates after release. So stay tuned, because theres plenty more to come!
Wishlist & Follow the Steam Page
https://store.steampowered.com/app/512900/Streets_of_Rogue/
[ 2019-06-21 18:12:13 CET ] [ Original post ]
Were really down to the wire for the 1.0 and console release! How down to the wire? Well, let me put it this way: This is likely the second-to-last major beta update that the game will have. Expect a release date announcement very soon!... For real this time! For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. This updates Double Fortnight Discussion: Final Thoughts Free-For-All.
Beta 79
Graphics
- Fix for cases where gib animations would not appear when other players are gibbed in online multiplayer
- Fix for shadow positioning on a number of items
- Fixed medium lighting on certain buildings
- Fix for issue where black spots could appear on the camera in split-screen mode on medium lighting if the player starts the game near a door
- Fix for NPCs appearing to have frozen effect or flashing effect colors when out of the players vision range in Rogue Vision mode
- Fix for Slavemaster's eye color not being change-able
- Player can access the main menu by pressing Esc after completing levels
- More consistent timing during varying frame rates when scrolling through main menu by holding down gamepad buttons
- Fix for holding down gamepad buttons to scroll through the main menu not working with vsync turned off
- Fix for player not being able to teleport on grass outside of Upper-Cruster homes
- When targeting with the red/green target cursor, fix for objects not being highlighted if the player moves
- Fix for red/green target potentially remaining on-screen after the level has finished
- Fix for dragged item potentially remaining on-screen after the level has finished
- Fix for end-game dialogue box not appearing with correct proportions if the player completes the game after skipping the tutorial in certain sections
- Fix for NPC info appearing if the player presses space bar while chatting
- Player can open the Stats screen while dizzy or otherwise incapacitated
- Fix for player being able to drop an item and use it at the same time by using shift + right mouse + left mouse
- Fix for cases where item could remain in toolbar after being used if player right-clicked the slot at the same time the item was added to the slot
- Fix for certain main menu interface elements being visible at incorrect times on ultrawide monitors
- Fix for hitbox issues with bullets when standing too close to a large boulder and tree
- Fix for head-based armor not being unequipped when dying on multiplayer client
- If the player's armor is destroyed, and they have another piece of armor of the same type, that armor will be equipped
- Hard Hat starts with 75 durability instead of 100 and its base price is $60 instead of $70
- Combat Helmet base price is $80 instead of $100
- Quick-Escape Teleporter will not trigger when the player crosses a broken window
- Ghosts spawned by destroying gravestones will sometimes have money (other ghosts have it all the time)
- Fix for thief not dropping certain un-droppable items after they steal them from you and then die
- If the player has multiple copies of an item that they normally can't drop, they'll be able to drop the item
- Fix for Water Pistol description incorrectly stating that it has two status effects if two water pistols with different status effects are picked up (it may only have 1)
- Fix for items with "charges" (like Fud Processor) not being given to NPCs properly (only 1 charge was lost)
- Lock and Load trait costs more when creating a custom character
- Perfumorous affects NPCs who are Annoyed at the player
- Player cannot receive Dizzy while Crazy-Dizzy, and vice versa
- Fix for Werewolf party members not turning into Werewolf if they follow the player to a new level
- Fix for Shapeshifter retaining Super Special Abilities if the player possesses and depossesses someone whose big quest they had completed, and had not completed Shapeshifters Big Quest
- Fix for cases where player would get to choose from more traits than they were supposed to at the end of levels in online multiplayer
- Fix for cases where player could lose collision detection after being knocked back while standing on ice
- Cop Bots and Slaves take a bit longer to explode after death
- Added Success sound effect to a bunch of spots when pressing objects context buttons
- Fix for Electro Touch sound effect not always playing on multiplayer client
- Fix for certain sound effects not playing in local coop mode after player 1 had exited the level
- Fix for "Close Menu" sound effect playing over other sound effects when buying from Augmentation Booth
- Secret Shapeshifter NPCs are marked as Guilty
- Player receives skill points for killing NPCs by poisoning water
- Fix for rare cases where Zombies could be considered Innocent
- Fix for some cases where player would receive a mission involving people he was initially aligned with
- Hacker can teleport after installing malware if all Cop Bots in the level are dead
- Player can teleport during Zombies disaster if all Zombies are dead
- Player can teleport during Lockdown disaster if all enforcers are dead
- Levels are generated using a new method that ties into the internal level editor Ive been developing, and should result in very slightly faster loading
- Changed spawn rate of initially-peaceful ghosts in graveyards
- Fix for Cops during Police Lockdown not becoming hostile when seeing you move underneath a cardboard box
- When you threaten someone to leave town, they will become Neutral towards you if they were previously Friendly, Loyal or Aligned
- Fix for cases where party members would run off to attack someone far away instead of the hostile NPC in front of them
- NPCs will not become hostile toward the player as a result of their hostility toward someone aligned to the player due to Random Reverence
- Former slaves will be hostile toward the player if they have Resurrection and their Slave Helmet blows up
- Fix for some AI confusion that could occur during combat after an NPCs default behavior goes from hanging around a location to wandering
- Fix for NPCs not always saying dialogue when threatened
- Added a small bit of clarification to Level 1-2 sign in regards to Cops protecting property owners
- Fix for weird characters appearing when typing in input fields in Linux version
- Fix for credits list cutting off the last lines when being viewed from the main menu
- Fix for players sometimes appearing to float in water when they are on land in online multiplayer
- Fix for NPCs sometimes appearing to get up after having been killed on multiplayer client on slow connections
- Fix for more cases where NPCs could walk into walls during combat on slow connections
- Fix for cases where traits and inventory items on the host player were not known to client players
- More safeguards against players spawning into levels as ghosts on host when they are not actually ghosts
- Custom characters are now stored in the /CloudData/Characters/ folder instead of just /Characters
- Cloud saving for custom characters works properly cross-platform (PC/Mac/Linux)
- AlienFX lighting should always shut off properly when the game is exited
- Work on console-specific stuff
- Work on changes for free edition of the game
- Work on upcoming Making Of content
[ 2019-06-20 20:24:31 CET ] [ Original post ]
Ive been on an absolute tear these past couple weeks, prepping the game for its final console submission before release. Speaking of which, a release date for the end of early access and the console versions is going to be announced very soon. Keep an eye out for something called the E3 Pre-Pre-Show on Twitch, which I think is happening on the 9th. Ill be making an appearance on it, and we should be announcing an official date. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. Im expanding last updates Fortnight Discussion from Cheap Deaths to Cheapness in general. What do you find to be cheap about the game?
Beta 78
Graphics
- NPCs flash after death when they are about to explode
- Fix for Cop Bots not always disappearing on multiplayer client after post-death explosion
- Fix for fire/water spray particles not traveling the correct distance if the wall they were spraying into is destroyed
- Fix for T-Posing instances due to NPCs animator being set to 0 at beginning of levels
- Counters have correct sprites when pieces of them are broken off
- Fix for cases where players could have wrong head/body in home base after finishing the game in online multiplayer
- Fix for cases where players could have wrong head/body in home base after switching the number of players from the home base
- Fix for NPCs holding weapons the wrong way while dancing
- Fix for state indicators like the flee graphic appearing after death for NPCs when on a slow multiplayer connection
- Possible fix for spawn and electrocuted particle effects not always appearing on all PCs
- Fix for NPCs not always appearing to have fallen into holes on multiplayer client
- Fix for NPCs who have previously fallen into holes sometimes playing their fall animation as soon as they appear on camera
- Fix for multiplayer clients who fall into holes appearing too bright on host
- Fix for wreckage on multiplayer client sometimes appearing over holes at the side of the map
- Opening and closing the missions screen is slightly faster
- When the player updates one of their attributes at the end of a level, text for this will not rise out of the elevator
- Failsafe for rare case when level could not be completed in local coop mode
- Fix for rare random occurrence of context buttons not working
- If the player moves out of range of a chest or vendor, their inventory will close along with the chest/vendor inventory
- Fix for player teleporting to building entrances when attempting to teleport to outdoor objects
- Fix for extra NPC info displaying during cinematics when space bar is pressed / A is held
- Fix for player sometimes teleporting to the starting building of a person instead of their current location when they are far from home
- Upgrading traits at the Augmentation Booth costs less
- Fix for some cases where fire could spread behind walls to other objects
- Fix for blue Laser sometimes emitting many noises in rapid succession
- Fix for blue Laser going off if non-weapons are thrown through it
- If the player is "operating" an object (hacking, etc.), and it is destroyed, they will stop operating
- Fix for east-west-facing windows not always having proper mouseover area
- Fix for being able to score two hits in one melee swing on Killer Plant
- Fix for Lockdown Walls not having a proper cooldown period between going down and going back up again
- Fix for Killer Plants head not always being destroyed properly on multiplayer client
- Melee weapons sold by Shopkeepers have extra durability, but retain the same price as before
- When a weapon breaks, Wrench and Crowbar will only be auto-selected after other melee weapons are exhausted
- Fix for player being able to pick up objects on the other side of lasers unless they have Lasers Ignore You
- Fix for player being able to pick up objects on the other side of windows
- Fix for fires from Molotov Cocktails sometimes spawning inside non-wooden walls
- Ghosts always drop money
- Minor adjustments to Trash Can loot
- Minor adjustments to Shopkeeper inventory
- Fix for Slaves not always blowing up properly from their Slave Helmet on multiplayer client
- Fix for hacking slave helmets not working when the NPC was not originally a slave
- Fix for Vocally Challenged people not being able to hack slave helmets and robots
- Fix for player not being able to camouflage due to a disabled Security Cam thinking they were in view
- Countdown displays over the player's head when Feelin' Alright is coming to an end
- Fix for Sneaky Fingers not always triggering when using Hacking Tool
- Fix for Above the Law text remaining on the screen after the player has died and used a continue
- Measures taken to ensure that people can't be harmed by multiple Electro Touches or Chaaaarges in rapid succession
- Fix for Electro Touches doing double damage from multiplayer client
- Fix for cases where Zombie Spit would not cause a status effect when shot from multiplayer client
- Fix for -Status Effect text sometimes displaying when client player died
- Safeguards against rare cases where player could get stuck throwing E_TossItem after using the Toss ability
- Fix for Zombie gaining Super Special attributes at the start of some online multiplayer games after finishing their Big Quest, but not having the mutator active
- Fix for certain cases where player is offered 2 traits at the end of levels instead of 3
- Cop Bot beams have a slightly shorter range
- People do not keep Confused when traversing between two levels, this was causing AI issues
- Fix for NPCs being able to make use of Resurrect after falling into a hole
- Fix for cases where bodies could pass through doors and fences on death without breaking them
- Fix for cases where glass walls could be broken while battling in the arena
- Rockets and their explosions function a bit better on multiplayer client
- Fix for NPC melee weapons not losing durability during battles with multiplayer client
- If a level loads while the game window is out of focus, music will not play until the window gains focus
- Fix for cases where sound effects would not play due to the game window losing focus before sound settings could be configured
- Fix for zombie spit sound effect not being played properly when coming from non-local online players
- Fix for sound effects playing in the game if the player sets sound volume to 0, alt-tabs out, and returns to the game
- "Can't Do" sound effect plays when a scientist is asked to identify an already-identified syringe
- Fix for water splash sound effect sometimes playing in rapid succession when items or dead people are at the sides of water bodies
- Fix for sound effect not playing on multiplayer client when Train or Mine Cart hits someone
- Fix for melee weapon break and armor break sound effects not playing for NPCs on multiplayer client
- Fix for player not receiving skill points for indirect rival kills
- Player must only put out 5 fires in a single game to unlock the Firefighter
- Much lower chance that the player will receive the same quest reward twice in one game
- Fix for multiplayer client being able to ask Retrieve NPCs about their item before their optional quest had been accepted
- Fix for player completing quest as Slavemaster if their slave is killed while walking to the elevator
- Crate for Scientist's Big Quest does not spawn in Mayor Village
- Arsonists appear with slightly greater frequency
- For Assassin quest, bystander NPCs will become targets if they spot you for about a second after the kill occurs, and the original targets guards will become targets if they see you while searching. Previously, NPCs would become targets only if they had an immediate view of you when the kill occurred
- War Zone spawns new NPCs at slightly longer intervals, and doesnt spawn as many total
- Cannibals in War Zone sometimes carry Axes or Knives instead of guns
- Cinematic slow motion triggers less often in Low Health for All mode
- Fix for vending machines not always facing the correct direction when spawning next to caves
- Fixed a case where a Flame Grate could appear in the way of a Laser Emitter
- Removed an NPC set to patrol where a Saw Blade was appearing
- Fix for Cops sometimes spawning inside of objects
- Fix for Cops sometimes spawning too close to the level entrance
- Cannibals in bushes cannot spawn close to the players starting location
- Fix for NPCs being able to close doors when a dead body was in the door
- Soldiers during War Zone will attack zombies on sight, with the exception of the player
- Soldiers and Cannibals in War Zone will not become scared by things
- Fix for NPCs not caring if you hack something behind a locked door
- If you buy a Safe Combination from someone, they wont get angry when you take the contents of their Safe
- Fix for NPCs in a building not becoming Friendly toward the player when a guard receives a bribe while Aligned or Loyal to the player
- Fix for NPCs going from Aligned/Loyal to Friendly after a bribe
- Better prevention for NPCs walking through lasers at beginning of levels
- Fix for people in gangs sometimes not following the player once they become a party member
- Fix for NPCs attempting to path through certain objects on multiplayer client
- Fix for cases where NPCs wouldnt follow the player through doors that they should have been able to open
- Fix for errors when dropping an item in front of a Cop Bot who is accosting you on multiplayer client
- Fix for NPCs becoming hostile toward multiplayer client for attacking them while invisible
- Fix for Cops not always taking viewing distance into account when becoming hostile toward the player for committing crimes
- Added names to credits list
- Fixed a couple of translation errors
- Added text to feedback form indicating that although adding your email address when sending feedback is optional, I would very much appreciate if you would! If you send me a bug report and I need to follow up with you and I cant, it makes me want to stick my head in a blender.
- Changed formatting of Crooked description to make it fit better
- Fix for NPC zombies that had originally been another class retaining that other class's name on multiplayer client
- Better performance during UI animations
- Fix for water/fire sprays taking up too much CPU time under certain circumstances
- Fix for cases where NPCs could become stuck inside of walls
- Fix for some cases where NPCs could pass through walls when knocked back by client
- Improved syncing of NPC bodies after death
- Fix for multiplayer client sometimes having difficulty interacting with NPCs walking in gangs
- Fix for Research Gun causing NPCs to stop receiving position information when used by multiplayer client
- Work on console-specific stuff
[ 2019-06-06 18:20:34 CET ] [ Original post ]
Another batch of bug fixes comin atcha! I dont know how people keep digging this stuff up, but as long as you keep reporting them, Ill keep fixing them! Ill be announcing the official release date for 1.0 and the console versions around the start of e3. More details on that in the next update. For now, all I can say is summer. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. This updates Fortnight Discussion: Cheap deaths. What are some ways youve died that didnt quite feel fair?
Beta 77
Graphics
- Fix for people not always appearing Frozen properly on local multiplayer games
- Fix for Shapeshifter sometimes appearing to multiplayer clients to retain the hat of the person they last possessed
- Fix for multiplayer client sometimes appearing weird in home base if they select a new character after death and then the host chooses to return to home base
- Fix for lamps displaying light on multiplayer client after power box has been destroyed
- Fix for Fire Hydrant spray particles appearing to go a bit through walls
- Fix for bottom part of east-west-facing windows casting incorrect shadow on multiplayer client
- Message xxxx is entering the level appears on level changes in online multiplayer instead of xxxx has joined the game
- Added button to feedback form with link to explanation of how to send output logs
- Fix for Overpowered Character text remaining on the screen if the player quits to the main menu when this is active and then starts a new one
- Fix for rare cases where a player could resurrect after a game over in coop mode
- Fix for "status effect being removed" text sometimes appearing over people's heads twice on multiplayer client
- Fix for keyboard player being able to teleport while they are dizzy or otherwise incapacitated in local coop mode
- Player can press the Extra Info button to view NPC info while dizzy or otherwise incapacitated
- Less easy for the player to accidentally become un-hidden from a Bush
- When teleporting to elevators, player is teleported to more appropriate positions
- Quick-teleporting will bring the player to the door of the building that houses a mission when possible
- Changed the ordering of buttons when interacting with Computer for more convenience
- Shopkeeper cannot drop or lose Portable Sell-O-Matic since this is necessary for his Big Quest
- Fix for Haterator not taking effect until the victim is out of combat
- Fix for cases where the player would pick up a melee weapon with over 100 durability when they already had an item of the same type, and the extra durability would not be counted
- Fix for cases where stepping on a hazardous item (such as a Banana Peel) as a multiplayer client would not harm the player
- Safeguard against rare case where key items that fell into hole and reappeared were non-interactable
- Quick-Escape Teleporter will not trigger when player loses health from radiation blast
- Fix for Quick-Escape Teleporter teleports taking about half as much time as they were supposed to in online and local coop modes
- Fix for certain cases where player was not able to use Camouflage after being viewed by security cam
- Fix for cases where player was able to cannibalize from a large distance away from an NPC directly after killing them
- Shrunk now lasts 20 seconds instead of 30
- Fix for certain issues with operating/arresting/etc. during bad networking conditions
- Fix for Potential to Not Suck not triggering after the player reaches level 20
- Fix for custom character with Possess retaining "Super Special Ability" status after depossessing someone whose ability they had unlocked
- People exploding from cyanide pills creates a noise
- Robots standing in bodies of water or puddles does significantly less damage than before
- Fix for Confused NPCs not pathing properly in combat on multiplayer client
- NPC Thief cannot accidentally pickpocket players with Honor Among Thieves
- Fixed errors relating to explosions in online multiplayer
- More efforts toward avoiding people phasing through walls after being knocked back
- Fix for bullets sometimes passing through zombified NPCs on multiplayer client
- Fix for NPCs sometimes doing lower damage when attacking the player if they used to be
- Loyal/Aligned to the player
- Fix for people being set on fire when they died if their next-to-last hit was fire-based, and their last hit came from the client and was not fire-based
- Fix for error that would sometimes occur on host when multiplayer client's weapon collided with another person's weapon
- Sound and music no longer play when the game window loses focus through alt-tab, etc.
- Fix for looping sound effects not changing their volume when the user changes the sound volume through the menu
- Fix for NPC spawn sound effect not always playing on multiplayer client
- Fix for hologram despawn sound effect not playing on multiplayer client
- Fix for Neutralize All missions not always completing properly in Ooze levels
- Attempted safeguards for rare errors in prison break and gorilla rescue missions
- Safeguard for rare cases where missions completed after a game over
- Fix for cases where having a Thief in the party could screw up the Big Quest total counter for other characters
- Robot NPCs are not affected by radiation blast disaster
- Players with Zombiism can teleport freely during Zombie disaster
- Fix for disasters sometimes appearing inappropriately if the player quits to the main menu at the end of a level when a disaster was going to appear on the next level, and starts a new game
- In New Character Every level, fix for player losing items at the end of levels that they found prior to receiving them for a specific character (such as the Taser)
- Corrected the positioning of several building templates
- If you enslave a Slavemaster, his Slaves will follow him so their heads don't blow up
- Fix for NPCs sometimes not getting hostile when you freeze one of their friends with the Freeze Ray
- Fix for NPCs sometimes believing they own the wrong building after being forced indoors by the Ooze disaster
- Fix for NPCs not retreating indoors due to Ooze if they were far away from the player
- Fix for Zombies not getting angry at fellow Zombified people who attack them
- Fix for rioters and war zoneers not always getting hostile when you arrest or bite their friends
- When the player asks someone to leave town, they will walk to the closest elevator instead of going for the starting elevator
- Potential fix for cases where party member NPCs would attack NPCs that you just electrocuted with the intention of enslaving them
- Fix for NPCs walking through laser emitters at the very start of levels
- Fix for NPCs sometimes thinking you were inside their building if you got close enough to the outside of the buildings glass wall
- Fix for a number of potential rare multiplayer desync issues
- Fix for cases where certain NPC properties could potentially not be set properly on client when the NPC is initially spawned
- Fix for sometimes not being able to revive ghosts if the game has determined that the ghost player is annoyed with the other player
- Linux version starts in windowed mode on the first run to hopefully avoid startup blue/purple/black-screen issues with certain configurations
- Work on internal level editor
- Work on console-specific stuff
[ 2019-05-23 18:31:21 CET ] [ Original post ]
Todays list of changes is a bit smaller than usual, partly because my focus has shifted to ridding the game of long-standing hard-to-reproduce issues, partly because Ive been doing work on my internal level editor intended to help me create new buildings faster, and partly because I got married. Suffice to say, things have been a bit on the hectic side. In other news, I'm happy to say that the game has passed certification on Xbox, Playstation and Switch! tinyBuild and I FINALLY have a release date for 1.0 and the console versions, though were not quiiite ready to announce it just yet. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. This updates Fortnight Discussion: Building types. What would you like to see in the game.
Beta 76
UI / Controls
- Fix for Missions screen not opening if the player pressed the Missions button while viewing the inventory in online multiplayer mode while using the gamepad
- Fix for cases where a permanent cursor could appear on the screen while using the gamepad
- Fix for health bars and status text appearing too high above giants' heads
- Fix for occasional error when trap door appears
- Fix for occasional error spawning Supercops with Alarm Button
- Fix for player being able to fire bullets through doors and windows at certain angles
- Fix for Bracelet of Strength's durability depleting when hitting dead bodies
- When using quick-health, if the player has an alcoholic item that gives the same amount of health as a non-alcoholic item, the non-alcoholic item will be consumed, since alcoholic items have other uses
- Fix for player losing camouflage when melee-killing sleeping NPCs
- NPCs are no longer gibbed when melee-killing a sleeping person with Backstab
- Fix for people being able to walk on ice normally after doing Lunge attack
- Potential fix for Slaves sometimes exploding as soon as they are captured by online multiplayer clients
- Fix for Friend of the Common Folk making NPCs Aligned instead of Loyal when possessing someone
- Fix for NPCs who would normally be aligned with the player sometimes being Loyal after possessing someone while you have Friend of the Common Folk
- Charging a Lunge, Zombie Phlegm or Chaaaarge attack will cause the player to stop pointing their gun
- Fix for Backstab occasionally being triggered on dead bodies
- Fix for NPCs not getting angry at the player for bypassing blue lasers when they have Clumsiness Forgiven
- Fix for cases where Un-Crits could prevent the player from ending the game properly
- Fix for Shapeshifter NPCs not appearing when their host was zombified
- Fix for status effects from cocktail not taking effect if the player is teleporting or falling down a hole when it was meant to take effect
- Fix for Bite indicator not appearing when a player with Bottomless Stomach walks up to an NPC with full health
- Fix for player potentially biting/cannibalizing a second person if they are teleported while biting/cannibalizing someone
- Fix for not being able to blow up door detonators by hacking them
- Attempted fix for people phasing through walls without breaking them
- Safeguard for cases where player could get stuck in melee animation, or hitbox from animation could remain active following attack
- Player receives Skill Points for stealing from chests while possessing even if the owners of the building are currently aligned with the player
- Player receives Skill Points for stealing from chests if the owner became aligned due to the players actions after the start of the level
- Fix for Accuracy not leveling up from Potential to Not Suck if the other three attributes were maxed out
- Fix for player not receiving the benefits of Potential to Not Suck if they level up while in werewolf form or while they are possessing someone
- Fix for final level being uncompleteable in online multiplayer if the Mayor was knocked down a hole while still wearing his hat
- Potential safeguards against rare cases of Gorilla Big Quest not completing properly on a floor
- Player no longer has the option to "put money towards upper-crusty" in Mayor Village
- Fix for NPCs who co-owned a building with another NPC becoming annoyed when that NPC was depossessed
- Fix for NPCs occasionally becoming Annoyed instead of Hostile when they see the player Bite or Chloroform someone they are Aligned or Loyal with
- Safeguards for prison-related AI issues
- Fix for NPC party members not becoming hostile toward the player when the player depossesses one of their friends in front of them
- Fix for NPC owners not getting angry when you place a Time Bomb near their property
- Fix for NPCs not running away from Time Bombs
- Fix for NPCs not running away from falling bombs during this disaster
- Fix for error that could occur when an NPC was attempting to cannibalize someone
- Thief will no longer say fleeing phrases directly after pickpocketing someone
- Zombie will no longer say "I'm free!" after being released from prison
- Fix for Credits button having incorrect text in certain languages
- Changes to Polish font
- If the host ends the game while a player has just joined and is still on the character select screen, that player will be disconnected to avoid problems later
- Work on level editor (quoting what I posted above: Im still not 100% sure that this will be available as a modding tool (though its something Ill be considering), but at the very least itll allow me to create new buildings more rapidly post-launch.)
- Work on special version to be demoed at events
[ 2019-05-10 02:01:57 CET ] [ Original post ]
For the first time in years, my list of bugs and balance fixes that I need to make is actually running fairly low! Im still waiting on the console certification process to finish up before I can announce a 1.0 release date. That doesnt mean I have any shortage of things to do! For example, I spent a bunch of time this week working on a proper level editor for the game. Im still not 100% sure that this will be available as a modding tool (though its something Ill be considering), but at the very least itll allow me to create new buildings more rapidly post-launch. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums. This updates Fortnight Discussion: The "Endless" mutator. I've been wanting to add an increasing challenge to Endless mode for awhile, so if you've got suggestions I'd like to hear them.
Beta 75
Graphics
- Secret Shapeshifter NPCs have red eyes
- Fix for custom Werewolf sometimes having the wrong body color after transforming
- Fix for Diminutive graphical effect remaining after player switches levels with New Character Every Level mutator
- Right-hand side of the character creation screen displays the number of items a player will be bringing with them, ex. Grenade (3)
- Lighting Type setting changes properly without resetting the game when the player makes this change while on the title screen
- Certain changes to gamepad configuration will work properly without resetting the game
- Fix for trackpad mode not working properly with charges and lunges
- Changes to feedback form input field
- Fix for issues receiving missions from NPCs who are sitting or sleeping
- Fix for Disable damage numbers setting not functioning properly
- Fix for Game Over screen not appearing if a game ends while one of the players is standing at the very edge of the map as a ghost
- Fix for error when Alarm Button is destroyed by explosions from falling bombs
- Fix for explosions not destroying all object if the player is not nearby when the explosion takes place
- Food and Ammo Processors have limits again (I had forgotten why I had them in the first place, but then I remembered). However, its a limit of 20 instead of the original 10. Also, limits are removed with the No Limits mutator.
- Soldier in the Mall can sell weapon modifications like Silencer
- Items can be purchased from Upper-Cruster in the Mall
- Water damages Cop Bots and Killer Robot, including projectiles, bodies of water, and puddles
- Fix for not all types of water projectiles refilling water cannon
- Fix for Fire Extinguisher projectiles refilling water cannon
- Low-Cost Jobs cancels Antisocial in character creation, and vice-versa
- Kill Healthenizer and Bloodlust cannot activate after the player has died
- Fix for player being able to mess with Jock's Charge ability by spamming buttons
- Player can't begin hacking objects that are too far away to hack and would result in immediate cancellation
- Fix for custom Werewolf having negative traits restored when transforming back to human form, after they had been removed in the Augmentation Booth
- Fix for Diminutive not being removed properly on hosts end when client removes it using Augmentation Booth
- Friend of the Family, Friend of the Common Folk, and Cool with Cannibals will carry over when you possess someone
- Fix for Friend of the Family and Cool with Cannibals not always working properly with rioters
- Player can possess quest-related NPCs who have died and been Zombified
- Fix for custom Shapeshifter with traits like Sausage Fingers being able to possess someone with a weapon and keep using their weapon after depossessing
- Player will not lose Above the Law when depossessing, so long as they are not Wanted
- Werewolf A-Were-Ness is not triggered by werewolves who become zombies
- Fix for player not receiving all the benefits of Diminutive when New Character Every Level mutator is active
- Fix for all NPCs getting annoyed with a Malodorous player who depossesses
- DNA Connection cannot be given to NPCs who are already zombies
- Fix for Blaster Master not resulting in all types of objects being destroyed by explosions
- Fix for Shop Drops not triggering when an enslaved Shopkeeper dies from their Slave Helmet exploding
- Water projectiles will destroy fire projectiles
- In split-screen, mouse player cannot command NPCs to attack other NPCs in other players' windows
- Fix for internal error sometimes occurring on Slave death
- Sound effect for switching weapons will still play if an error somehow occurs while switching weapons
- Vampires will receive Kill (Rival) points for killing Werewolves and vice versa
- Stricter requirements for completing Investment Banker's Big Quest
- Player levels up a bit more quickly during Quick Games
- Cost to purchase items and services is slightly lower during Quick Games
- Fix for doors being made of steel or having detonators varying when using the same seed
- Fix for cases where game would be in slow motion at the beginning of a level
- When playing as a Gangster, rival gang is more likely to appear in Uptown
- Questgivers and people that you rescue for quests are less likely to become hostile toward you
- Assassins cannot go invisible after they have been enslaved by the player
- Fix for former arsonist Zombies being able to throw Molotov Cocktails
- NPCs will not become annoyed at the player for Biting, Cannibalizing or Chloroforming if they are Hostile or Annoyed toward the victim
- Fix for NPCs sometimes getting annoyed at the player for Biting or Cannibalizing if they were not within hearing range and the player was not in their line of sight
- Player cannot tell jokes to NPCs in prison
- Serving cocktails with positive status effects will cause the NPC to like you more
- Fix for NPCs getting spooked by invisible players who are chasing them
- Fix for Mall NPCs not always having the correct reaction to Suspicious/Malodorous players
- NPCs will not pick up projectile weapons when participating in a challenge from the Wrestler
- Fix for NPCs not always attacking you if you try to pickpocket them from the wrong angle
- New font used when Polish setting is turned on in user-created localizations
- Various small fixes
- Fix for Attributes not always being tracked properly between host and clients
- Potential fix for walls being destroyed from client not actually appearing destroyed
- Fix for water pistol projectiles not appearing on clients if client enters the game while the other player already has the weapon equipped
- Demo version and full version now use separate folders to store data
- Began work on level editor (quoting what I posted above: Im still not 100% sure that this will be available as a modding tool (though its something Ill be considering), but at the very least itll allow me to create new buildings more rapidly post-launch.)
[ 2019-04-25 18:22:09 CET ] [ Original post ]
This update includes a new No Limits mutator, intended to make the balance more like it was in earlier builds. Which is to say there are a whole bunch of exploits. But the people spoke, and I do listen, so here it is! For more details, see the changelog below. I also made some other balance changes to the base game that I think players will appreciate. I'm going to leave the previous Fortnight Discussion topic open for the next couple of weeks, so let me know what you think of this! In addition, I completed some Making of Streets of Rogue DLC content, which will likely be released once the game hits 1.0. This will include a bunch of earlier builds of the game for you to play around with (including some REAL early ones from more than 4 years ago), and around an hour of developers commentary in video form. It wont be free, but it wont be pricey either. It also doesnt include anything that affects the game in its current state, so itll just be a totally optional thing for anyone interested in how the game was made. For more info on the current state of development, check out my "Whats Being Worked On" post on the forums.
Beta 74
Mutators
- No Limits Mutator - Limitations removed from a number of objects, items and traits to allow for extreme exploits, grinding and min-maxing
- Sell-O-Matic can dispense infinite money
- Clone Machine can clone infinite items
- Slot Machines can be played as much as you want
- Goodie Dispenser can dispense infinite items
- Augmentation Booth can remove any trait
- Slum Dweller can put an unlimited amount of money into the ATM for his Big Quest
- Barbecue can create infinite Hot Fud
- Player can toss as many coins as they want into a Well
- Alarm Button has infinite uses
- Player can give as much blood as they want at Hospitals
- Kill Profiter has unlimited charges
- Safe in Crowds cap removed
- Confident in Crowds cap removed
- Corrected the shadow offsets for a number of different items
- Fix for Killer Plant body and head highlighting separately on mouseover
- Giblets from War Zone NPCs do not spawn in water (for performance reasons)
- Fix for custom Shapeshifter sometimes appearing without a head after possessing people
- Fix for shirtless NPCs appearing to have a white body after progressing to the next level
- Fix for nude NPCs not always appearing nude on multiplayer client after being depossessed
- Button image selections added to control settings
- Item Teleporter scrollbar starts where you left off after closing and re-opening the menu
- Fix for keyboard player not being able to click object buttons in split-screen mode
- Fix for Supercop and Upper Cruster not appearing properly on multiplayer client character select
- Fix for player attacking on a click when the mouse is over the chatlog scrollbar and input field
- Fix for pressing Start at Save Character prompt in Character Creation opening the main menu
- Fix for objects sometimes losing camera focus when operating bar is onscreen
- Fix for issues occurring if the player attempted to name their custom character UpperCruster or Cop2
- Fix for skill bar "gained points" text sometimes remaining on the screen indefinitely
- Player can use scroll wheel to move scrollbar on Stats screen in 3- and 4-player modes
- Small text spacing fix on Stats screen
- Fix for selection boxes for players 2-4 not animating properly
- Sell-O-Matic per-level selling limit increased by around $70-$100 depending on the level
- Player can only use Alarm Buttons a certain number of times per level
- Fix for Turntables action "Spin Records" not working properly from multiplayer client
- Fix for elevator saying "Big Quest Incomplete" when possessing an NPC as a custom character
- Gorillas always have bananas in their refrigerator
- Fix for Floor Switch appearing in some spots where Crusher is operating continuously
- Potential fix for rare case where Crusher could hit someone through a wall
- Fix for cases where the player is not able to turn off security systems from Computer when hazards like crushers, fire spewers etc. still remain
- Fud Processor and Ammo Processor have infinite uses again
- Machinegun ammo count increased from 40 to 50 and base value increased from 100 to 110
- Flamethrower ammo count increased from 80 to 100
- Fix for Quick-Escape Teleporter occasionally firing when the player was left with 0 health, allowing them to continue playing when they should be dead
- Fix for NPCs who were infected with Zombiism, then fell in a hole, respawning outside the hole
- Fix for cases where client player could appear as ghost on multiplayer host after being knocked out
- Fix for NPCs sometimes becoming aligned due to Random Reverence immediately after being depossessed
- Safeguard against multiplayer client becoming Werewolf permanently
- Fix for Shop Drops triggering a second time for NPCs who have already become zombies
- Fix for Killing Time not working with custom characters
- Fix for non-starting traits being removed when a custom character transformed into Werewolf
- Fix for multiplayer clients starting traits not always being added back properly on host machine, when client has just depossessed or transformed back from Werewolf form
- Potential fix for Werewolf remaining in Werewolf form after becoming a ghost in online multiplayer
- Water projectiles refill the Water Cannon
- Fix for Cannibals Table Manners trait resulting in cops getting angry
- Fix for Vampire making cops angry when biting people during Super Special Abilities
- When Super Special Ability is active, player will not receive character-specific traits at the end of levels since these are redundant
- Super Special Ability for Slavemaster properly prevents Cops from getting angry
- Super Special Ability for Slavemaster results in bigger Slave Helmet explosions
- Fix for Research Gun not actually researching NPCs when Super Special Ability is active
- Wall Walloper + results in less durability loss from destroying walls
- Lock and Load restores a higher percentage of ammunition at the beginning of levels
- Timing on when arsonists may appear for Firefighter big quest has been changed slightly
- Player will not receive a floor bonus for Firefighter Big Quest if an arsonist did not appear
- Upper-Cruster NPCs can become Arsonists
- Soldier NPCs at Military Bases are not removed from a level during War Zone disaster
- If the player possesses someone who is hostile toward a questgiver or rescue target, they will not fail the quest
- Fix for errors setting up relationships which could lead to bigger problems
- Fail-safe for rare cases where Ideological Clash would affect NPCs that needed to be rescued for missions
- Fix for NPCs running from player with Fair Game after the player possessed someone and no longer has Fair Game
- Mayor will not join the players party if they like the players joke
- Fix for NPC owners/cops who had become Zombified sometimes not attacking other people when they were too far away from their starting position
- Fix for knocked-out NPCs being considered a part of the player's party
- Fix for small error that may occur when an NPC is becoming mutinous
- Fix for NPC party members teleporting alongside the player after the player has given them a task such as Stand Guard
- Player cannot bribe Bouncer after enslaving them
- Modified the description of the Ghost Gibber to include reference to electricity so people wont be confused why this damages people in water
- Potential fix for cases where host player could die, other players could finish the level, and the game would still end
- Fix for levels not completing correctly when the last player who had not exited the level fell into a hole and died
- Fix for multiplayer client being able to attack and perform certain other actions while falling into a hole
- Fix for player health bar reading incorrectly for other players after a Werewolf transformation
- Fail-safe for rare error when shooting bullets from multiplayer client
- Levels will not be considered complete if the last remaining player is in a knocked out state
- Fix for cases where a client possessing someone could remain possessing that person into the next level
- Fix for issues stemming from client being knocked out when time limit to reach the elevator runs out
- Fix for client reappearing after teleporting or falling into a hole if the time limit to reach the elevator runs out while doing these things
- Fix for Diminutive players not always appearing diminutive at the start of levels on client
- Better safeguards against players save data being deleted due to a crash or power outage during the save process
- Removed code that copied player's save data from the its pre-mid-2018 folder to its current folder on launch if it had not been previously copied
- Lots of work on console-specific stuff
- Completed making-of DLC content
[ 2019-04-11 18:23:28 CET ] [ Original post ]
This update brings another bunch of new bug fixes, plus -- FINALLY -- Shapeshifter and Werewolf special abilities are available to custom characters! Some exciting news, Streets of Rogue has finally entered certification for the different consoles! Things seem to be going pretty well so far, and if this keeps up, I might have an actual 1.0 release date for you soon. I hope. Actually, I should probably just keep my mouth shut :p For more info on the current state of development, check out my "Whats Being Worked On" post on the forums, which has been updated recently. This updates Fortnight Discussion: The "No Limits" mutator, which will roll back a lot of the balance changes Ive made over Early Access to combat exploits and grinding, for people who like that sort of stuff. Graphics
- Adjusted hundreds of light sources to look better in medium lighting setting
- Fix for dead body disappearing if Shapeshifter is killed and respawns
- Fix for Crusher appearing beneath walls when fully outstretched
- Fix for Saw Blade tracks not appearing properly
- Fix for face near health bar sometimes having incorrect eyes
- Fix for people not having dizzy stars if they lose invisibility while dizzy
- Fix for invisible players not having dizzy stars
- Fix for other cases where dizzy stars would not appear
- Fix for orange quest markers for client Big Quests appearing on host when playing as Thief
- Fix for credits list speed increasing while the player is chatting in multiplayer and presses spacebar or e
- Fix for character sheet instruction text going out of boundaries in certain languages
- Fix for text spacing issue in certain languages on lower-right corner instruction text in character creation
- Fix for Randomize Appearance on character creation being triggered when player pressed Start
- Fix for Special Ability display on interface flashing white sometimes when switching abilities
- Fix for missions screen closing on host when client completes a mission
- Added option to show a list of players in a multiplayer game with the R3/RT button chat menu
- Fix for quest notification animations occasionally showing text in incorrect color
- Fix for incorrect class being selected on Character Select after possessing certain classes and suiciding
- Fix for players debt not displaying accurately when transitioning between levels
- Fail-safe for cases where a players interaction with an object was not cleaned up properly
- Fix for players sometimes getting the option to knock on doors etc. when behind the door
- Closing outside doors does not produce a noise
- Failsafe for cases where part of Crusher could remain after it was destroyed
- Fix for Turrets being able to shoot at people who were not in view of the nearby Security Camera
- Fix for player not triggering ground-based obstacles when jumping and landing on them
- Vampire Refrigerators no longer have food and drinks in them, only money
- Fix for multiplayer client's Sell-O-Matic payouts not counting toward payout total on host
- Fixed cases where Clone Machine could allow multiplayer client to clone too many items
- Player cannot pick up items from behind bars, fences, lasers, and barbed wire
- Fix for Police Baton being placed amongst guns in the weapon scroller
- Possess special ability is available to custom characters
- Werewolf Transformation special ability is available to custom characters
- Chaaaarge ability synergizes with Secret Vandalizer
- Hacker is capable of blowing up any Door Detonator through hacking
- Fix for cases where player would get a trait that would normally be cancelled out by one of their current traits when using Augmentation Booth to get a random trait
- Fix for player being able to hit ghosts with Ghost Gibber when they have a trait such as No In-Fighting and the ghost is aligned
- Characters with Zombiism who also have The Law are not considered Guilty
- Fix for NPC Assassins being able to cloak themselves after becoming zombified
- Fix for Former Slave being called Slave after being depossessed
- Fix for cases where Withdrawal could appear at the same time as Feelin Alright in multiplayer games
- Fix for rare cases where Hologram could take damage
- Fix for holograms having collision for a single frame after being spawned
- Fix for occasional issue destroying fires from multiplayer client
- Guns may not be fired more than 10 times per second
- Fix for rare cases where dead NPCs could crush shrunken players
- Fix for blind spot in collision at the beginning of lunge attacks
- Fix for certain cases where bullets could be shot through walls with Shotgun
- Fix for potential weirdness if a multiplayer client triggered the ending on a slow connection
- Fix for fires not disappearing, fire hydrants not ceasing to spill water, etc. during ending
- In Low Health for All mode, player loses only 10 health instead of 20 when giving blood
- Fix for player not losing the game if time runs out in Time Limit mutators while they are teleporting or falling into a hole
- Fix for movie theater bathroom being considered an "off limits" area
- Water Pumps will not appear near lakes that are already poisoned
- Player cannot interact with NPCs who are Dizzy or Electrocuted
- NPCs will not become Hostile toward invisible player if affected by status effect projectile
- Fix for Firefighters aiming at position where fire started after the fire's position changed
- Fix for NPCs getting annoyed at the player when the player is invisible and throws objects at them
- Fix for cases where NPCs would not be scared of the player after the player possessed a Zombie
- Fix for cases where NPCs would not be scared of the player after the player transformed into a Werewolf
- Werewolf NPCs cannot be scared by other Werewolf NPCs
- Fix for NPCs getting hostile toward other NPCs for closing a door
- Fix for cases where shrunken NPCs don't run away from you
- Failsafe for cases where NPCs would not follow the player when the player is meant to rescue them for a quest
- Fix for Spanish words in instruction text for Character Select having inappropriate dashes
- Fix for incorrect looking Russian characters that say "No."
- Fixed some typos in translations
- Bunch of small-to-mid-level improvements
- Fix for NPCs not having collision when the multiplayer client has exited the level and is spectating other players
- Fix for multiplayer host saved game file size increasing every level
[ 2019-03-28 18:24:46 CET ] [ Original post ]
On March 10th, Streets of Rogue celebrated its second birthday in Early Access, and to celebrate, I have for you. another batch of bug fixes! :p I also spent a decent chunk of time this update on performance work as well, which will hopefully benefit those of you with low-spec machines -- particularly when theres a lot of action going on in a crowded level. Still no release date for 1.0 just yet. I will be keeping you all in the loop on this, believe me I am super eager to report on progress in that area just as soon as I have something solid to tell you. I posted the following as a comment on the previous patch notes: Step 1: Weed out every remaining console-specific bug. Getting dangerously close to this. Step 2: Get through certification on all consoles. Step 3: Announce release date. Step 4: Rejoice. This updates Fortnight Discussion: Things that have changed during Early Access that you dont like. Go on, let me have em.
Beta 72
Graphics
- Fix for cases where NPCs could appear to have a normal body and Werewolf head on multiplayer client
- Potential fix for spawn particle effects not always appearing
- Potential fix for instances in local coop where an NPC turns completely white
- Fix for NPCs appearing to float in midair after being knocked out on a bed and then punched
- Duplicates cannot be added to loadout list in Home Base
- Prevention for potential duplicate traits at the end of levels
- Fix for player not returning to the main menu in a clean way when pressing Cancel too quickly when starting an online game
- Fix for NPC health bars not always adjusting properly if the NPCs health changed while invisible or out of view in Rogue Vision mode
- Fix for gamepad button images not appearing in tooltip after player has quit the game and resumed a saved game
- Potential fix for issue where minimap could appear permanently on the screen during 2-player coop mode
- Fix for orange quest markers for client Big Quests appearing on host
- Fix for local coop issue where objects might become non-interactable for certain players
- Fix for rare cases where safe combination for a safe would not be in the possession of any NPC
- Fix for items with multiple add-ons losing all but the first add-on when multiplayer client dies and spills the item
- Items spilled by the player when they die in multiplayer modes will not appear to bounce (for performance reasons)
- Flesh Feast does not work when attacking Invincible people
- Fix for people remaining hidden in bushes after being inflicted with Giant
- Fix for Investment Bankers Super Special Ability not always triggering on the final level
- Fix for people having slightly different hitboxes after dying and returning to life
- More consistent timing for drum beat at the end of ending speech
- Fix for certain NPC sounds not playing when they were out of view in Rogue Vision
- Fail-safes for rare cases where missions might not be completeable if an NPC was removed from the game prior to the level finishing loading
- Fix for rare issue where missions were not being removed from the main missions list properly
- Fix for cases where mission could appear to be failed in the home base
- Fix for too many NPCs having markers over their heads in Neutralize All missions on multiplayer client
- Fix for Riot levels starting with an extremely low Electability score
- Fix for cases where Big Quest could not be completed due to the target NPC being hidden in a manhole and would not emerge due to being friendly toward the player
- Werewolf kill counter no longer goes over 5
- Fix for arsonists not always appearing properly when multiplayer client is a Firefighter
- Fix for player always receiving Banana Peel as a quest reward when No Guns or No Melee mutator is active
- Fix for Slavemaster not starting with Taser when No Melee Weapons and No Guns are active
- For user-entered seeds, the game will no longer distinguish between capital and lower-case letters
- Zombies and other inhumans will not get Annoyed when they see you enslaving someone
- Fix for NPCs sometimes getting hostile toward the player when another NPC who was aligned with the first NPC accidentally hits the player
- NPCs will not become hostile toward the player if the player shoots them with any type of projectile while invisible
- Fix for NPCs running away from inanimate objects that they were commanded to attack if their health is low enough
- Fix for NPCs continuing to hack/lockpick/break into windows after completing their task
- Fix for enslaved NPCs not being submissive to the player if they had injured the player prior to being enslaved
- Fix for enslaved NPCs sometimes not having their full set of context menu commands
- Drug Dealers will not take syringes when fighting inanimate objects
- Fix for cases where multiplayer client could move out of range of NPC they were interacting with, and NPC would still think they were interacting
- Fix for NPCs not pathing around fires caused by destroying certain objects
- Bouncers will no longer allow players with Wanted, Malodorous or Suspicious to pay them for entry
- Fix for cases where NPC could be tranquilized and realize the player did it, but not attack them due to turning the other direction while being tranquilized
- Fix for credits text on main menu not being aligned correctly in Chinese and Korean versions
- Fix for Control Setup menu text not being translated
- Fixed a small typo in Slum Dweller English ending text
- Levels load more quickly
- Better performance when lots of NPCs are fighting each other
- Greatly improved performance hitching in Rogue Vision mode
- Fewer hitches when spawning new NPCs
- Fix for scrollbar-related performance drop
- Fix for small performance hitch when NPCs died
- Slightly less of a performance hitch when destroying walls
- Fix for hitches relating to drawing the minimap when ooze expands
- Various other here-and-there performance improvements
- Client will not finish loading levels until host has sent all object data to client
- Various improvements to the amount of data being transferred
- Lots of work on console-specific stuff
[ 2019-03-14 17:54:19 CET ] [ Original post ]
Yeah thats right, BETA. After 70 alpha releases, Im finally calling this thing a beta. To be honest, I probably should have done that a few builds ago, since the game has been feature-complete for 1.0 for awhile. But shouldnt you call it Beta 1? Yeah, but I dont REALLY want to start all the way back at 1, do you? Ive spent a long time building up that meaningless number! Its been 3 years and 4 months since Alpha 1 was released! When the game gets out of early access, Ill probably just keep the number and call it Version X instead of Beta X. This updates Fortnight Discussion: Your Biggest Pet Peeves. Yeah, this is going to be a painful one. Also, a little plug: Be sure to check out ToeJam & Earl: Back in the Groove when it releases tomorrow! Streets of Rogue got a healthy dose of inspiration from the original Sega release from 28 years ago. Its like a wayyyy more laid-back sort of rogue-lite that your mom/kid brother/non-gamer significant other can play with you.
Beta 71
Graphics
- Fix for people not having bug eyes when electrocuted
- Fix for people not having angry eyes when being enslaved
- Fix for clones of custom characters having incorrect skin color on multiplayer client
- Fix for players who are shirtless or pantsless appearing with white skin on multiplayer client
- Fix for players body appearing over scenery if they possess someone while in Giant form
- Fix for NPCs not appearing to shoot water at wall fires and oil fires on multiplayer client
- Potential fix for cases where Cop Bot security beams could appear incorrect colors and stay after their death
- NPCs do not appear highlighted when they are being arrested or enslaved
- Fix for game hanging when the user changes their save slot
- Fix for NPC health bars sometimes being inaccurate for multiplayer client at the start of levels
- Fix for red buttons on character creation not appearing red after loading a character
- Traits and items can be disabled in the home base while in local coop mode
- Fix for Mutators menu not updating properly for other players in coop or online games when a player makes a change
- Fix for lines on missions screen blocking mouse clicks
- Fix for certain UI elements sometimes not appearing during camera zooms
- Operating bar will close immediately if the player dies or is otherwise incapacitated
- All interfaces will close if the player is teleported or falls in a hole
- Traversing broken windows costs only 7 HP instead of 15 with Low Health For All mutator activated
- Fix for Alarm Button hacks from multiplayer client not being effective
- Syringes are available from the Item Teleporter
- Mood Ring does not appear in the game (it didnt do anything)
- Melee and gun accessories will not appear as quest rewards when the No Melee and No Guns mutators are active
- Ghost Gibber does slightly more damage dependent on your firearms skill
- Ghost Gibber causes knockback when causing damage on NPCs who are not ghosts
- Ghost Gibber damages NPCs standing in water or on puddles
- Ghost Gibber ammo count starts at 250 instead of 200
- Burning Bullets lights people on fire when they die from a bullet
- Random Reverence cancels out Fair Game and The Law properly
- Fix for cases in online multiplayer where player could possess an NPC and have 0 health
- Fix for invisibility not ending properly for NPCs with quest markers
- Loneliness Killer does not trigger when the player enters a level as a ghost
- Fix for not being able to enslave NPCs who are already in your party
- Fix for Shapeshifters Super Special Ability to not cause a depossessed NPC or the people nearby to become annoyed/hostile not working in local or online coop modes
- Fail-safe for cases where Jock could get stuck in a charging state
- Fix for sell item sound effect playing at double volume when using Sell-O-Matic
- Fix for quest failed sound effect playing after the game has ended
- Fix for players who arrest innocents with whom they are aligned not losing XP
- Player will not be assigned a Rescue mission if other people in the building of the questgiver are annoyed or hostile toward the person being rescued
- Fix for instances where NPC owners in mission buildings would not be considered guilty
- Fail-safes for rare cases where a quest item for an optional quest or the Mayors Hat would not register as having been picked up properly by a multiplayer client
- Wrestler can no longer be tasked with battling Slaves
- Fix for Jocks big quest sometimes requiring him to destroy nonexistent objects
- When the player brings two slaves of the same class to the elevator for the Slavemasters Big Quest, only one of the slaves will exit the level
- Shopkeeper will not be tasked with selling Rocket Launcher when Rocket Chaos mutator is active
- Arena Wrestlers will not receive Rocket Launchers during Rocket Launcher Chaos
- If the player has a mutator on the daily run, then quits and resumes their game, then dies, any mutators from the daily run that have not been unlocked will be removed
- Fix for bush clusters spawning in differing formations with the same seed - and by extension, NPCs hidden in the bushes spawning in differing locations
- Fixed a pathing issue in one of the Arcades
- Removed a switch trap from one of the Arcades
- Player cannot command NPCs to stand on conveyor belts
- Cannibals and Vampire will cease biting/cannibalizing if they are electrocuted, dizzy, or frozen
- Slaves will no longer attempt to equip new headpieces while wearing a Slave Helmet, since this would cause them to die
- NPCs will not wait by doorways for the player to come out when the player is invisible
- NPCs hiding in Bushes are considered Guilty even if the player hits them before they have a chance to come out of hiding
- Killer Robot can no longer shoot while tripping on a Banana Peel
- Player cannot interact with NPCs while they are listening to the players jokes
- If the player is interacting with an NPC and the NPC becomes Annoyed or Hostile, the interaction will end immediately
- Fix for player not being able to command NPCs to stand in spots where walls had been destroyed
- Fix for Loyal/Aligned NPCs in your vicinity remaining hostile toward people you are enslaving after you finish enslaving them
- Fix for NPCs not equipping weapons that they pick up from the ground if they already have that weapon in their inventory and have run out of bullets
- Fix for NPCs not getting annoyed at other NPCs who are Cannibalizing or Biting
- Custom character NPCs with Fair Game will not run from other NPCs with Fair Game, or be hostile towards them
- Fix for prisoners saying Im free! for only a split second after being released
- Player can no longer command Upper-Crusters to attack due to their cowardice, unless they are enslaved
- When a Slavemaster NPC leaves a level through an elevator, their slaves will be freed
- During radiation disaster, NPCs freed from prisons and other people who dont have homes will run to shelter instead of hanging around outside
- Fix for cases where NPCs would become hostile toward the player for starting fires when they had not seen the fire and the player at the same time
- Arena battlers will not leave the ring to investigate loud noises
- Fix for Cop Bots having difficulty pathing when a level is filled with Ooze
- Fix for all NPCs in a building sometimes becoming friendly toward the player when the player completed a quest for someone that had no relation to those other NPCs
- NPCs will not blame the player if the players slave dies and their helmet explodes, unless the player is responsible for the slaves death
- If the player successfully tells a joke, the recipient will become Friendly toward the players party of NPCs, as well as other players in the vicinity
- Fix for cases where a crime was committed and an NPC would become hostile toward a player who was under a cardboard box, when the NPC was unaware they were under the box
- Fix for Zombies starting Friendly toward NPCs who are Likeable
- Fix for NPCs who are annoyed at the player remaining annoyed after being zombified
- If an NPC steps on a banana peel, they wont get angry unless the player was in viewing range
- Player can pay the bouncer an entrance fee at buildings where guards are inside, even if the player is already friendly with the bouncer, in order to make the guards friendly
- Fix for cases where a party member would not teleport with the player immediately after joining their party
- Fix for Bouncers spawned from the Clone Machine having the Bribe option
- NPCs say dialogue when you play bad music on the Jukebox
- Mobsters and Cop Bots wont continue to follow you if they are out of vision range
- NPCs will not pause to listen for noises while standing on train tracks
- Fix for Slum Dweller not causing a ruckus if you tell them to stand guard first
- Additions to credits text on main menu
- Added special thanks section to credits
- Fix for chatlog text appearing in incorrect language if the player is in an online game with someone of a different language setting, and that player dies
- Fix for rare case where player could be hurt by second red laser
- Fix for tutorial NPC telling you the wrong number of people who had died if you knock out the bouncer and then gib him
- Fix for frame hitch when opening the minimap with space bar in local coop mode
- Fix for cases where players appear as ghost on multiplayer client when they are not actually ghosts
- Fix for ghosts of players not always exploding on game over in online multiplayer games
- Fix for discrepancies in visible destroyed walls on client when another client destroys the wall
- Potential failsafe for players not respawning as ghost in online multiplayer games
- Improvements to melee combat on client side to make it feel more like offline combat
- Improvements to flying body discrepancies between host and client
- Potential fix for cases where a large number of objects would fail to generate on the client
- Lots of work on console-specific stuff
[ 2019-02-28 20:57:12 CET ] [ Original post ]
It seems like a massive missed opportunity that Alpha 70 fell on Valentines day instead of Alpha 69. Womp womp. Anyways, heres a bunch more bug fixes. Lots more coming before launch. Console work is still the main holdup. Keep reporting those bugs. Yada yada yada. This updates Fortnight Discussion: World Objects. Everything from fire hydrants to vending machines to turntables. Ideas for new ones? Changes to existing ones?
Alpha 70
Graphics
- Fix for Zombies not always appearing nude when nude NPCs were zombified
- Fix for bullet trails of certain bullets continuing after the bullet had been destroyed on multiplayer client
- Fix for Dizzy Stars not appearing when people are knocked out
- Fix for NPCs sometimes appearing to face downward on the ground after being killed or knocked out on multiplayer client
- Fix for some objects not appearing correctly after multiplayer client has completed the level and is observing another players gameplay
- Fix for Giants bottom half not being fully covered by water if their time as Giant runs out while in a lake that causes Giant
- Fix for zombified Gorillas not always appearing the correct color after level transitions
- Character Creation menu sorts by name instead of point value by default
- End Run button on main menu is deactivated when a Game Over state has been reached
- Fix for issue where dialogue box sound effect could continue playing indefinitely if the player skips the ending
- Damage for thrown items like Rock and Shuriken appears in the tooltip
- Fix for cases where players were unable to navigate context menus with W and S keys
- Text in split screen mode for players 2-4 does not become larger when player 1s screen zooms out
- Fix for incorrect tooltip sometimes appearing when moving cursor over items and objects in the missions screen
- Potential fix for rare issue where game might not properly end if both players in coop mode fall down a hole at the same time
- A wrestler picking an object up will result in an equivalent effect on that object to the power going out and the object becoming non-functional
- Fix for Jukebox continuing to create noises detectable to the AI after being destroyed
- Fix for gas staying permanently if the player turns off permanent poison gas via computer and then puts something in a buildings air conditioner
- Power Box does not turn off lights in outdoor locations
- Laser Emitter cannot be turned back on if its sister emitter has been destroyed
- Sell-O-Matic and Clone Machine interface no longer close automatically when the machine runs out of money or materials
- Train and Mine Cart can only damage NPCs when they are in viewing range of the player, to avoid accidental deaths when the AI is at longer range and not as responsive
- Cannot knock weapons out of War Zone NPCs hands
- Armor Durability Spray cannot be applied to Mood Ring
- Fix for player being able to use the Cigarette Lighter to light oil spills on fire from behind walls
- Fewer cases where the player is unable to light a small patch of oil on fire
- Gas Mask protects against Dizzy Grenades
- Fix for inconsistencies between which weapons could be equipped in the inventory, and which appeared in the scrolling weapons list
- Fix for Shopkeepers having different items for sale if the player possesses and then depossesses them
- Fix for armor having incorrect durability after being pickpocketed
- Having multiple pieces of armor on will halve their durability losses when hit
- Fix for armor in Loadout Machine sometimes having 1 durability
- Fix for items in Loadout Machine sometimes appearing twice
- Armor and headpieces can be cloned in Clone Machines
- Fix for issue where player could receive a duplicate weapon if they shapeshifted into an NPC who had that weapon
- Quick-Escape Teleporter cannot teleport the player onto a location with an oil spill
- G-P-Yesss is not offered as a trait choice at the end of levels in local coop mode when one of the players already has it
- Fix for players with The Law not receiving a penalty for stealing items
- Players with The Law do not receive a penalty for stealing if they have Promise Ill Return It
- Players with The Law will lose XP when pickpocketing
- Above the Law is not removed when players die and turn into ghosts in multiplayer modes
- Share the Health triggers from health regeneration syringes
- In character creation, Malodorous no longer cancels out traits relating to number of followers
- Fix for Blaster Master and Blaster Survivor not working when causing explosions from hacks
- Player can hit other people with Water Pistol when they have Class Solidarity or No In-Fighting if the Water Pistol contains a helpful status effect
- When status effects are applied to NPCs hidden in bushes, they are removed from hiding
- If player receives Resurrection from Shifting Status Effects disaster and dies while possessing someone, the status effect will be removed
- Fix for players trait choices at the end of levels in coop mode removing player 1s traits
- Ambient audio for all objects stops during the ending sequence
- Fix for issue where game would not play a sound because it thought the sound had already been played on the same frame
- Fix for player not receiving credit for causing explosions from hacks
- Fix for player not receiving No Guns Used at the end of levels after using Oil Container or Research Gun
- Fix for Wrestler fights not being considered Not Fair when they should have been
- Game is more selective when choosing Wrestler targets during Zombies disaster
- Cop Bots security beams are no longer visible when the NPC is out of view during Rogue Vision
- When hacking in Rogue Vision in coop mode, undiscovered objects will appear only when the hacker is in close proximity to the object, instead of every hackable object becoming visible
- Butler Bots do not get Rocket Launchers during Rocket Launcher Chaos
- Fix for Killer Plants not appearing fully hidden in Rogue Vision mode
- Fix for Crusher not appearing fully hidden in Rogue Vision mode
- If a player leaves the level in an online multiplayer game and becomes an observer, the rogue vision origin point will become the player they are observing
- Fix for lights from objects appearing too bright on multiplayer client in Rogue Vision mode
- Fix for being able to target hidden objects and NPCs when commanding NPCs to attack in Rogue Vision mode
- Fix for Security Cameras not starting their rotation cycle until the player sees them in Rogue Vision mode
- Fix for vending machines sometimes spawning in different spots in a level despite the seed being the same
- War Zone Soldiers cannot be hired by the player
- When you need to rescue someone from a cell for a mission, they will not be classified as Guilty
- Butler Bot cannot become annoyed or hostile toward the player
- If an NPC pops out of bushes or a manhole while the player is walking around under a box, they will recognize that the player is under a box
- If a player removes a Slave Helmet of another players slave, that slave will not become scared of the former slavemaster player
- Fix for issues that could cause AI to run on inactive NPCs
- Fix for sleeping NPCs responding to knocks on doors when they have Hearing Blocked
- NPCs will not sleep while they have word bubbles over their heads
- Killer Robot will still appear Hostile when possessing other NPCs
- Fix for NPCs thinking that objects they have destroyed intentionally have not been destroyed
- NPCs no longer observe objects that have been destroyed
- Shorter load time when transitioning from tutorial to home base
- Fire spawning is more efficient, especially when lots of oil spill fires spawn
- Scrolling menus no longer cause frame rate dips when they have a large number of items
- Fail-safes for multiplayer client not respawning as ghost when level changes
- Potential fix for rare issue where knocked-out client players would not get up
- Attempted fix for cases where ghost cannot be resurrected
- Various other failsafes
- Significant changes to how player data is stored between level transitions in online multiplayer
[ 2019-02-14 19:43:23 CET ] [ Original post ]
Woooooo we made it all the way to Alpha 69! HUR HUR HUR!!! Im starting to feel like a broken record on these latest updates. The game is still in pre-end-of-early-access polish phase, so heres another big bunch of fixes for ya, with more likely coming in the next update. For those just turning in, Ill be holding back on adding new content for awhile, so as not to rock the boat too much while the porting team and I are finishing up the console versions and going through the certification process. New content tends to introduce new bugs, which is exactly the opposite of what Im trying to do right now. On the plus side, with all this extra polishing time, I think this game is going to launch in a very solid, clean kinda state. Please continue to report any bugs and balance issues that you come across through the Steam forum or the in-game feedback form, its a major help to me! Still no news on the 1.0 and console release date, but the porting team and I are inching closer by the day! Im going to keep last updates Fortnight Discussion on sequel ideas open for another couple of weeks, lots of cool ideas in there so far.
Alpha 69
Graphics
- Fix for NPC arms sometimes appearing when the rest of the body is not visible while using Rogue Vision
- Fix for wreckage sometimes appearing darker/burnt when it wasnt supposed to on multiplayer client
- Fix for shadows appearing beneath doors and windows
- Fix for quest markers above NPCs heads sometimes shifting in odd ways on multiplayer client
- Fix for custom character NPCs sometimes having side beard after equipping hats
- Made some characters legs lighter in color so that the animation is more visible
- Fix (again) for dizzy stars not appearing
- Fix for NPCs T-Posing (I think)
- Fix for naked swimming NPCs appearing fully clothed on multiplayer client
- Fix for Dizzy stars not appearing on multiplayer client after the player depossesses someone
- Fix for opening UI animations being affected by frame rate
- Fix for the full beard hairstyle having missing pixels when viewed from behind
- Fix for Flaming Barrels appearing to have fire when picked up by Wrestler if the fire had been extinguished
- Fix for Returning Home text shifting position for multiplayer host
- Fix for being able to interact with objects while on the missions screen in multiplayer mode
- Fix for cases where player was able to have the Esc menu open while loading a new level
- Fix for speed run timer not working properly in online mode
- Fix for starting button info not appearing in first level if client joins the game in the home base
- Fix for starting button info appearing in the first level for a second time if the game ends before the player finishes the first level
- Limited the number of traits that can appear on the left side of the screen
- Fix for Mayors Hat not always having an arrow over it after being knocked off the Mayor on multiplayer client. Same goes for bombs on find hidden bombs missions.
- Fix for Syringe contents reading as ????? when picked up on multiplayer client if the player had identified them
- Fix for Thief and Vampire sometimes appearing as Innocent on multiplayer client when they are actually Guilty
- Starting gamepad button info that appears when you load into the game will show the default control scheme if the players gamepad controls are not mapped, rather than showing white boxes
- Fixed a bit of text placement on scrolling menus
- Fix for game not returning to main menu when back button equivalent is pressed on gamepad while loading
- Fix for Retrieve Item text appearing over chests during Find Bombs quests on multiplayer client after the bomb had been taken from the chest
- Fix for interface elements remaining onscreen if they were active when the level ended while the player was a ghost
- Fix for game potentially getting stuck at the dialogue box while text is appearing
- Fix for cases where white boxes could appear on the Missions Screen
- Fix for player character sometimes appearing incorrect in Home Base if the player was playing as a custom character, quit to the main menu, and returned to the Home Base
- Fix for multiplayer client sometimes not being able to quick-teleport
- Messages cannot be posted to Twitch chat after Twitch mode is turned off
- Fix for chests sometimes not being interactable
- Fix for objects not being destroyed after being hacked and exploding while using the Rogue Vision mutator
- Fix for Wrestler not being able to pick up small Boulder on multiplayer client
- Fix for Train and Mine Cart sometimes not appearing on multiplayer client
- Better synchronization of Train and Mine Cart positions between host and client
- Removed Altar functionality for now, since its not finished
- Security Cam alarm will go off in cases where the player is behind a locked door
- Fix for Computer and Security Cam alarm sound occurring when the object is destroyed while non-functional
- Fix for items sometimes not being knocked back immediately after being hit by a melee weapon on multiplayer client
- Fix for Fud Processor and Ammo Processor not losing charges when using gamepad
- Shopkeepers are more likely to carry food
- Cannibal Firearms skill raised from 1 to 2
- Fix for Charge special ability not destroying beds and chairs
- Distance that the player can stand from their Bite victim is higher on multiplayer client to account for lag
- Characters with Moocher can borrow money from all types of Clerks
- Players who have the Antisocial trait will not receive trait choices at the end of levels that involve party members
- Zombies will no longer receive trait choices at the end of levels that involve guns
- Player can perform simple interactions with all doors while holding objects using Toss ability
- Fix for G-P-Yessss not being available from character creation on multiplayer client
- Player cannot receive Addict when swapping traits
- Fix for player losing health with Super Special Abilities as Shapeshifter after dying in a host body
- Player will not drop Slave Helmet after possessing Slave with a full inventory
- Non-upgraded versions of traits can never be added if the player has the upgraded version
- Added fail-safes for rare cases when player could lose control of Jock after charging
- NPCs will not get angry at you for knocking people through walls with Clumsiness Forgiven
- NPCs will not get angry if you get knocked through a wall with Clumsiness Forgiven
- Cannot arrest NPCs who have Invincible
- Jock cannot begin Charge special ability when Paralyzed
- Fix for Promise Ill Return It not being applied when picking up items from the ground
- Player cannot flush themselves down the toilet when they have Giant
- Vampire cannot bite people while they are being arrested
- Fix for being able to zombify burnt corpses
- Hide Interface sound effect plays when closing character select
- Sound effect plays when closing feedback form on main menu
- Sound effect plays when clicking filter headings on multiplayer matches list
- Sound effect plays when pressing Refresh Matches button
- Fix for multiplayer client not unlocking Comedian after slipping on their own Banana Peel and dying
- Electability can no longer be affected by inanimate objects
- Fix for optional missions often not appearing for players who had Malodorous or Suspicious
- Bartender can serve Beer and Whiskey to people in addition to Cocktails
- Bartender must serve 5 NPCs per level instead of 3
- Bartender cannot serve other Bartenders drinks
- Bartender cannot serve drinks to the same person more than once
- Fixed an error in the algorithm that chooses the object that a Jock needs to destroy for his Big Quest, that could result in there being too many or too few of that object in the level
- When using the quick-health button, Bartender will drink Beer and Whiskey as a last resort if they have no other health items to conserve the items for the Big Quest
- Fix for Big Quest status not being updated at the end of levels if the player was a ghost when the level ended
- Fix for discrepancies between multiplayer host and client in the number of NPCs that must be Zombified for the Zombies Big Quest
- No more than 4 Generators may spawn per level
- Wrestler fights are no longer considered fair if you throw a Molotov Cocktail at your enemy
- Fix for cursor text appearing for some hidden objects in Rogue Vision
- Drug Dealers cannot be transformed into Slum Dwellers during level generation if they are the owner of a Drug Den
- Being Friendly toward Cops will not make them ignore your crimes
- Fix for Mayors initial activity being Wander more often than intended
- Fix for cases where Slaves would fight their Slavemaster NPCs despite not being mutinous
- Failsafe for NPCs getting stuck in border walls
- Thieves will not attempt to steal while in the players party
- When cops see a player who is biting, cannibalizing or enslaving, they will not become annoyed shortly before becoming hostile
- Player can no longer command NPCs to stand on train tracks
- If the player tells an NPC to Stand Guard, he can tell them to Stand Guard again in a different spot without having to say Follow Me first
- NPCs in your party cannot become Annoyed with you
- Some pathfinding fixes for AI opponents on multiplayer client
- Party members will not get angry at an NPC who has been challenged to a fight if that person accidentally hits them
- Fix for NPCs not saying their Flee dialogue when fleeing their opponent in combat
- More types of NPCs have Flee dialogue
- Fix for NPCs sometimes becoming hostile toward players who committed crimes outside of their viewing range
- Drug Dealers and NPCs associated with them are considered Guilty
- Fix for cases where Cops would become hostile toward the player for far-away explosions that the player caused
- Fix for players being able to destroy objects that belonged to Cops when out of their view but within hearing range, and the Cops not becoming annoyed or hostile
- Fix for Cops not getting angry when they see someone Cannibalizing
- Attacking Comedians in Music Hall will cause owners to become angry
- Fix for NPCs continuing to sit and listen for jokes after the Comedian has been zombified
- Fix for being able to ask Zombies for quest items even if they had already dropped the item due to being killed and zombified
- Upper-Cruster NPCs will not use Alarm Buttons more than once
- Cop Bots no longer dance for Boombox, though they are still distracted
- Fix for NPCs not saying Hey buddy! on multiplayer client immediately after being spawned through Friend Phone or Clone Machine
- Fix for depossessed NPCs becoming hostile toward players who were not in view when the depossession occurred
- Goons and Bouncers in level chunks with missions are always considered Guilty
- NPCs will not pick up thrown weapons from the floor when fighting multiplayer clients, since throwing functionality does not work very well when NPCs fight clients
- Fix for NPCs not going back to patrolling or observing objects after being depossessed
- Fix for cases where NPCs would become Hostile toward the player if he tried to pickpocked them from an odd angle, but would not actually attack or change their behavior
- Werewolves are always considered Guilty
- Fix for player thanking themselves for breaking themselves out of jail after possessing a jailed person
- Fix for Lock and Load + not having a proper description
- A couple of localization fixes
- Pathfinding performance optimization
- Slightly faster level loading due to pathfinding changes
- Fix for cases where NPCs would freeze in place on multiplayer client after being zombified
- Fix for multiplayer client not being able to resume their Big Quest if they do not exit the game properly (crash, turning off computer, etc.)
- Fix for players having 30 seconds before next level starts instead of 45 at the games ending
- Fix for saved game not being invalidated immediately when the player reaches the ending
- Fixed a few internal errors that could be seen in output logs
- Updated Astar Pathfinding Project plugin to Pro version
Alpha 69b
- Fix for Prison Break missions not displaying quest markers over all targets
- Fix for the messy long hairstyle having missing pixels when viewed from behind
- Hackable objects will appear properly on the screen in Rogue Vision mode
- Health down status text appears after falling into holes
- Fix for player not being able to hack objects not in view in Rogue Vision mode when using a gamepad
- Fix for window break sound playing multiple times on multiplayer client
- Fix for Death Method changing to Ooze if the player is hit by ooze after dying
- Fix for damage taken when falling into holes not being included in the Damage Taken stat
- Fix for player 1 getting credit for completing missions where another player asked/threatened a person to leave town
- Fix for issue where mission targets could potentially be NPCs hidden in bushes and manholes
[ 2019-01-31 19:15:22 CET ] [ Original post ]
After last updates mishap, things are back on track for Alpha 68! I hope! If you missed out on Alpha 67 during the short time it was available on the main branch, you can read the patch notes here. Much like the previous updates, Alpha 68 is mostly bug fixes and polish, particularly on the multiplayer side. Behind the scenes, the console porting team and I are readying the game for certification right now. So that's kinda exciting... This updates Fortnight Discussion: Sequel Ideas. To be clear, I have no plans to work on a sequel in the near future -- Streets of Rogue hasnt even been released out of Early Access yet. Im just curious to hear your ideas, given that a sequel will likely happen one day.
Alpha 68
Graphics
- Adjusted cave tile sprites a bit
- Fix for east-west-facing doors having incorrect lighting
- Fix for dizzy stars sometimes appearing at the bottom-left corner of the map or in random spots
- Fix for items sometimes appearing as other items for a single frame after being spawned on multiplayer client
- Fix for Slave in Home Base appearing to not have Slave Helmet on multiplayer client
- Fix for lights appearing too bright on certain objects
- Fixed a pixel on the Slum Dwellers north-facing texture
- Dialog box for cutscenes shifts to the left only when the chatlog is on-screen
- Fix for not being able to open the Esc menu using the Start button on gamepads while viewing the initial character select for online games
- Animated Waiting for host dots on client loading screen
- Changed some positioning of text on character select screen
- Player is prevented from typing in chatlog during parts of the load process where the message cannot be sent
- Fix for speed run timer not always being correct when progressing to new levels
- Fix for being able to start dragging inventory items while opening the missions screen
- Fix for character select screen soft-locking after pressing gamepad Chat button
- Fix for interaction dialogue appearing over players after pressing the gamepad Chat button in the Home Base
- Fix for tooltip remaining on the screen after pressing gamepad Chat button while displaying the inventory
- Fix for case where Loading message and Esc menu could appear at the same time
- Loading percentage does not appear when entering Home Base
- Credits list Done button is smaller
- Fix for issue with vertical scrolling of multiplayer match listing
- Fix for Retrieve Item marker not appearing over item on multiplayer client if the person who was originally holding it gets Zombified
- Fix for Retrieve Item marker disappearing from an NPCs head on multiplayer client if the NPC is killed while having Resurrection
- Fix for tooltip remaining on the screen if the game window loses focus while the tooltip was visible, and the player returns to the game
- Fix for cases where question mark could remain over NPCs heads past the point when it was supposed to on multiplayer client
- Fix for auto-targeting not always working properly on multiplayer client
- Fix for level number not appearing on multiplayer matches list right after the player starts a new game
- Fix for doing something bar sometimes appearing partially transparent
- Attribute upgrades at the end of levels typically appear at the top of the list instead of the middle
- Fix for clock sometimes not appearing in Disaster levels on multiplayer client
- Ammo Dispenser can refill a percentage of your ammo even if you dont have enough money to fill the entire gun
- Fix for Ghost being affected by Crusher
- Fix for Refrigerator and Saw Blade not always having collision
- Fix for player being able to slip past lasers when firing a gun very quickly
- Cannibal NPCs no longer store normal foods in their refrigerators
- Fix for Crusher on multiplayer client not having full collision
- Fix for Fire Spewer sometimes appearing to spew through walls on multiplayer client
- Knocking on the red doors of Bars, Dance Clubs and Music Halls will no longer result in someone answering
- Fix for multiplayer client being able to press the Release Gas and Turn Off Gas buttons more than once in a row while operating the Computer
- Killer Robot drops more items when killed
- Cost to identify syringes is affected by the players current level
- Voodoo Doll removed from the game for now, since it currently has no function
- Fix for multiplayer client finding a different type of syringe when they examine a chest multiple times
- Fix for player being able to use Food Processor and Ammo Processor after they run out of uses
- Added Lock and Load +
- Fix for Paralyzed NPCs not falling into holes when on Conveyor Belt
- Fix for people who fall in holes remaining Electrocuted
- Slaves who are infected with Zombiism before being killed will still get blown up when their helmet explodes
- Fix for cases where Assassin could not Camouflage when they were supposed to be able to
- Fix for multiplayer client being able to gib NPCs who have Resurrection
- Fix for Backstab not playing proper animation on multiplayer client
- Assassin can Camouflage when hidden NPCs are nearby (Bushes, Manholes)
- Fix for NPCs not getting annoyed when multiplayer client Slavemaster starts enslaving someone
- Questgivers will no longer ask the player to rescue NPCs that the questgiver doesnt like
- Fix for cases where Missions all appeared to be Not Accepted on multiplayer client
- Fix for NPCs being spawned in the same spot as Big Quest Gorillas
- Player will not receive optional missions to rescue Gorillas when playing as a Gorilla, since this could lead to interface-related confusion with the Big Quest
- The same goes for Soldiers and optional missions to destroy Generators
- Secret Werewolves for the Vampires big quest can no longer be wandering NPCs, since this can make the process of tracking them down more arduous
- Shopkeeper can no longer be be required to sell Syringes for their Big Quest
- Fix for Cops Big Quest counter appearing with incorrect numbers
- Fix for cases where NPCs would be added to Assassins hit list despite not being in sight range when the original target was killed
- Fewer cases where 0 Gorillas spawn in a level for Gorillas Big Quest
- Fix for Werewolf total kills on missions screen not extending past 5, even if the player had killed more than 5 during a single transformation
- Fix for NPCs sometimes spawning outside in certain Uptown locations during Police Lockdown and Radiation Blasts
- When clients enter game during Radiation Blasts disaster, they will spawn close to the host
- Fix for NPCs taking double damage during Radiation Blasts disaster in multiplayer
- Fixed some small level geometry issues
- Fix for cases where AI could get stuck in one spot while battling a multiplayer client due to them seeking out a nonexistent weapon on the ground
- Fix for cases where AI could get stuck in one spot after being Zombified by a multiplayer client
- Fix for cases where AI could get stuck in one spot relating to maneuvering around hazards
- Fix for cases where AI could get stuck in one spot on multiplayer client relating to areas of the map they are permitted to traverse
- Fix for NPCs with guns stopping in their tracks after losing sight of their multiplayer client opponent
- Fix for Cop Bots not always displaying their particle effect at appropriate times on multiplayer client
- Cops surrounding Mayor, as well as anyone residing in the Mayors home or office, are not considered Innocent
- Allies of your opponent are better at determining when they should become hostile toward you
- Fix for cases where a party member would attack an object like a Turret when you commanded them to attack someone or something else
- Fix for items having showing their name and description in incorrect language after loading a saved game that was saved with a different language
- Fix for Syringe text not being translated to different languages when NPC takes Syringe
- Fix for foreign language text appearing in multiplayer games when playing with people who had selected a different language
- Improved performance when blowing up walls
- Fixes for NPCs not appearing in levels
- Fixes for issues starting the game when punchthrough is used to connect
- Fix for clients sometimes falling into an invisible pit at the start of levels
- Players in online multiplayer have 45 seconds to choose traits at the end of levels instead of 30 seconds
- Better handling of knockback physics on multiplayer client when player deals the killing blow to an NPC
- Fix for cases where multiplayer clients party members would not appear on the next level
- Fix for NPCs not appearing to attack when hitting static objects on multiplayer client
- Fixed internal errors with spawning noises
- Fixed a repeating output log message about wreckage
[ 2019-01-17 18:49:50 CET ] [ Original post ]
Hey all, Sorry about this, but due to some major bugs in Alpha 67's multiplayer, I've had to revert the game to Alpha 66b from December. It's going to take me some time to fix this stuff, and in the meantime, I want people to be able to play multiplayer without issues. The good news is, if you only care about single player and still want to play Alpha 67, you can! Just right click the game on Steam -> Properties -> Betas -> publicbeta, and you can keep playing on the latest version.
[ 2019-01-06 00:49:46 CET ] [ Original post ]
My work on polishing the game continues as we slowly inch closer to 1.0 status. Not much to say about this first-ever off-schedule update (I was on Christmas break), so Ill just let the patch notes speak for themselves. This updates Fortnight Discussion is about negative traits. There arent enough of them, and Id like to add more at some point...
Alpha 67
Playfield Objects
- Fix for Wrestlers thrown objects acting weird when thrown onto Conveyor Belts
- Fix for spills from Toilets not appearing
- Fix for countdown switches making button press sound when hit after the countdown has ended
- Player is no longer awarded Peaceful Takeover when they get the bad ending
- Bunch of text formatting fixes for non-English languages
- Made some corrections to typos in translations
- Fix for Train having incorrect highlighted sprite
- Fix for Supergoon body appearing as Goon body in character creation
- Player can no longer swing their gun around while biting or cannibalizing
- Fix for particle effects such as electrocution particles appearing on NPCs at the start of a level
- Fix for certain larger objects like Satellite Dish not fitting properly into Missions Screen boxes
- Fix (again) for NPCs hands appearing when outside vision range in Rogue Vision mode after they put away their gun
- Fix for player appearing to hold giant thrown items after possessing someone while holding a thrown item
- When the player teleports to objects or people who are inside buildings, the player will be teleported to the door of the building
- Hopefully fixed cant interact with objects bug once and for all
- Added Loading text in various places
- Fix for issue where custom characters with certain traits removed from the game could not be selected
- Fix for random selection on character select not working properly
- Fix for Tutorial marker appearing over bottom elevator in Home Base after completing tutorial
- Fix for item teleporter menu item titles and details not appearing properly when the items had not been unlocked yet
- Fix for multiplayer client seeing multiple pieces of text when pickpocketing people
- Fix for cases where status text (numbers, etc.) could remain over peoples heads permanently
- Player will unequip weapons during the ending
- Portable Sell-O-Matic is available in character creation
- Auto-Aim is applied to Rocket Launcher again, after having previously been removed
- Zombie Phlegm no longer triggers Quick-Escape Teleporter
- Fud Processor, Ammo Processor and Cube of Lampey are no longer sold 1 charge at a time
- Wall Walloper depletes 20% of your weapons durability instead of 40%
- Fast Melee removed from the game for technical reasons. Basically, hits didnt connect 100% of the time, and fixing it would have required major changes
- Fix for player being offered upgraded versions of traits that they dont currently have as rewards
- Special ability upgrades will not appear with the New Character Every Level mutator turned on
- Computer Illiterate players can no longer interact with Power Boxes
- Computer Illiterate players have a lower chance to disarm Door Detonators
- Fix for Speed Coder not working properly on custom characters
- Bite is less effective in Low Health For All mode
- Cannibalize is less effective in Low Health For All mode
- Random Reverence can no longer trigger on NPCs that need to be killed for Assassins Big Quest
- If a Wrestler player challenges an NPC to a fight and dies, the NPC will no longer follow the players ghost
- Fix for Burning Bullets being able to light walls on fire with Research Gun and Leafblower
- Fix for Legal Enslavement not working properly
- Fix for Bloody Mess still appearing at as a selectable trait at the end of levels
- Fix for Cops getting angry at players who pick up money from ATMs and have Above the Law
- Super Special Ability Feelin Alright traits will not trigger for Shapeshifter
- Fix for Always Crit appearing to last permanently after the player gets this status effect with the Investment Bankers Super Special Ability active
- Fix for money pickup sound playing when Shapeshifter NPC is spawned
- Boombox sound effects do not carry as far
- Fix for multiple Conveyor Belt ambient noises emanating from a building if multiple conveyor belt tracks existed
- Fix for Shapeshifter sometimes being assigned to possess people for Big Quest that could not be possessed
- Doctor no longer loses points for killing zombies and robots
- Comedian is no longer required to entertain people during Police Lockdown
- Hackers Big Quest will be marked as failed when all computers are made non-functional through Power Box destruction, EMP Grenades, etc.
- Police Lockdown can occur in Uptown again, after previously being removed
- No more than 2 Drug Dealers may spawn per level
- Fix for Cop Bots saying human stuff when the player breaks things in their vicinity
- Cop Bots turn off sensors and related sound effects during ending
- Butler Bots no longer clean up items
- Fix for Vampire being able to bite people who had finished the level
- Cannibals, Vampires and Thieves will not Cannibalize, Bite or Pickpocket when they are enslaved
- Vocally Challenged players cannot make purchases or have non-quest-related interactions with questgivers
- If the player challenges someone to a fight as the Wrestler and moves out of vision range of that person, they will stop following the player
- Mobsters will not mug Enforcers
- Fix for Cops in Police Stations not caring that the player is outside during Lockdown
- Fix for Zombies being hostile toward players when bringing them to the next level with the Everyone Hates You mutator active
- Fix for NPCs attempting to bite or steal from the player after becoming aligned, loyal or friendly
- NPCs are more vigilant about detecting when the player knocks a wall down with a melee weapon
- Slaves become mutinous slightly more often
- Fixed a couple of typos
- Players cannot slip through windows during the tutorial
- LOADS of internal changes to multiplayer to help fix bad data being sent. Hopefully I didnt break much.
- Fix for doors sometimes appearing on multiplayer client when they had been destroyed while client was loading the level
- Fix for east-west facing door colliders being too narrow on multiplayer client
- Fix for Lockdown Walls sometimes not appearing on multiplayer client
[ 2019-01-03 19:51:34 CET ] [ Original post ]
This weeks update features a whole heap of balance changes, as well as a full set of translations, meaning every piece of text in the game is now translated to all available languages! Most of the balance changes are based on user feedback, so let me know if you like them, or if you think I screwed something up really badly! The next build will be releasing off-schedule, since Ill be away from home on the 27th. I may release it earlier, may release it later. Havent decided yet, well see how things go! This updates Fortnight Discussion is about items youd like to see added to the game post-launch.
Alpha 66
Localization
- Translations added for all text in the game
- Fixed a number of text sizing issues in non-English languages
- Fix for visual special abilities (such as Water Cannon) on custom characters not appearing properly on multiplayer clients
- Fix for Leafblower particles not appearing the correct size
- Fix for Diminutive characters not always appearing as diminutive on multiplayer client
- Fix for issue where certain objects sprites can appear higher than they are supposed to if the player keeps playing for a long time, such as Vendor Cart
- Loadout selection can be re-rolled at a cost of 5 nuggets
- Loadout selection is saved between games
- If the player chooses a loadout item, that item will be replaced in the loadout selection the next time he enters the Home Base
- Fix for Connecting screen taking a split second to appear when the player starts hosting a match
- Fix for slow motion not occurring as player uses Augmentation Booth
- Attribute upgrades at the end of levels typically appear at the top of the list instead of the middle
- Created alternate and more efficient solution for displaying lines on minimap
- Fix for starting player info buttons sometimes appearing on levels where they werent supposed to in local coop mode
- Fix for timer sometimes showing incorrect times between levels
- Fix for timer not disappearing when the player enters Home Base
- Fix for timer stopping when first player exits the level in a coop game. The timer now only stops when both players have exited the level
- Camera switch from full-screen to split-screen will always be immediate when a player teleports to another player
- It is now possible to traverse broken windows at the expense of health
- ATM can now hold up to 5 items
- Lockdown Walls are only triggered when law enforcement gets hostile toward the player, and not NPCs
- Lockdown Walls come down after a shorter amount of time
- Items in Loadout Machine are sold at a discount
- Goodie Dispenser base price is a bit lower
- Sell-O-Matic limit increases as you progress through the game
- Using the Augmentation Booth to swap positive traits costs significantly less than swapping negative ones
- An alarm sounds when Computer is destroyed
- Fix for Trap Doors spawning over conveyor belts and remaining permanently
- Fixed issue with ATM Machine button costs not always appearing correctly in Sandbox mode
- Reduced value of Oil Container from $100 to $70
- Increased value of Rage Poison to $75
- Increased value of Quick-Escape Teleporter from $20 to $30
- Hacker now starts with Quick-Escape Teleporter
- Kill Profiter has a cap of $100 per floor
- Colognes effect on the players electability has been lessened
- Shurikens added to pool of potential in-game rewards
- Reduced the base cost of the Hiring Voucher
- Researching takes less time with the Scientists Research Gun
- Leafblower is capable of slowing down bullets
- Cube of Lampey now has limited uses, but Lamps will sometimes drop items and higher amounts of money
- Fud Processor and Ammo Processor now have limited uses
- Gas Mask offers general protection for your head in addition to protecting you from gas
- Placed a limit on how much armor can be lost on a single depletion event
- Cigarettes appear in trash cans less often
- Trait upgrades have a chance to appear as choices at the end of every third level gained
- Special ability-related traits should appear more commonly at the end of every third level gained
- Traits at the end of levels will remain the same in different games if the same seed and character are used
- Bunch of other small adjustments to end-level Trait selections
- Reduced Character Creation cost of Moocher
- Reduced Character Creation and Unlock costs of Promise Ill Return It
- Reduced Character Creation cost of Graceful
- Wall Walloper can only be used when holding a melee weapon
- Wall Walloper + re-added to the game
- Knocking down walls with melee weapons depletes the weapons durability by 40%, including with Wall Walloper
- Slippery Target + no longer causes enemies to have a 0% chance of aiming correctly at you
- Lock and Load no longer gives the player full ammo in their guns
- NPCs will not assume that players with Scorching Savior started a fire unless they actually see them do it
- Juggernaut causes the player to lose less health while charging, rather than making them completely invulnerable
- Tackler does not cause as much damage to enemies as before
- Bloody Mess appears only in character creation, and does not appear as an end-of-level reward
- Sleep Killer removed from the game, though it will still appear on custom characters who previously had it. I dont think anyone will miss it much since Backstabber makes it pretty much irrelevant.
- Blocks Bullets removed from the game, though it will still appear on custom characters who previously had it. While I like the idea of it, its a bit too hard to get this working effectively and in a way that feels satisfying
- Moocher allows players to borrow money at a better interest rate
- Ideological Clash allows you to retaliate without facing repercussions from the Cops
- Class Solidarity makes people of your class Friendly toward you if they are initially Neutral
- Killer Thrower does 100 damage instead of 200
- Low-Cost Jobs is more effective
- Fix for weird stuff happening if Shapeshifter possessed a custom character clone in local coop or online multiplayer
- Fix for jump sound effect playing when players become a ghost
- Fix for menu sound effect not playing when starting or joining online games
- Firefighter unlock requirements can be satisfied by putting out fires in objects such as flaming barrels
- Player receives the same skill points for knocking out a rival as they do for killing a rival (150 for both)
- Player receives 75 skill points for knocking someone out instead of 100
- SpeedRun Mode added - Places a timer on by default, loadout items cannot be brought into a speed run, Loadout Machines cannot be used, ATMs cannot be used to store or retrieve items
- Time Limit mutators now factor in the number of required missions
- Lots of changes to RNG to ensure that many more elements are generated the same when loading a saved game or using a seed. If you spot any elements of levels that are not being generated the same way, please let me know
- Fixed an instance where objects spit onto a conveyor belt did not reach the hole
- Killer Robot and Cop Bot explode when they die (how did I not think to add this earlier?)
- Followers are better at determining when its appropriate to fight on your behalf
- Fix for NPCs not helping friends who are being bitten by a Vampire
- Fix for cases where owners would chase a Thief out of a building and he would keep returning to that building
- Fix for NPCs not always going back to what they were previously doing after failing to Bite, Cannibalize or Pickpocket
- Firefighter unlock description specifies that the fires must be extinguished with a Fire Extinguisher
- Changes to how objects are destroyed on the client at the end of levels
- Fix for multiplayer clients who exited levels as ghosts appearing in the next level for the host before they had actually spawned
- Fix for potential networking issue if the player canceled out of creating or joining a game before the loading screen appeared
- The cost to revive other players is affected by the current level
- Fix for various errors when multiplayer client parries an NPC
Alpha 66b
- Fix for game sometimes not proceeding to the next floor after closing stats screen
- Fix for some of the Game Over screen text appearing too small and in the wrong position when using gamepad
[ 2018-12-13 19:37:17 CET ] [ Original post ]
This weeks update sees a number of new fixes for long-standing bugs, particularly on the multiplayer side. Pretty much everything I said last update still applies, Im just grinding through bugs, balance and performance issues to get the game to a healthy 1.0 status. Remember to report any bad stuff you see in the in-game feedback form or on the Steam forums! Im going to leave last weeks Fortnight Discussion on game balance open for another fortnight, since there seems to be a lot of good insight there, and it also happens to be one of the areas that Im currently working in.
Alpha 65
Graphics
- Fix for weapon sprites appearing too large in online multiplayer games
- Fix for None lighting setting not working properly in coop modes
- Fix for NPCs sometimes appearing at the wrong angle directly after being tased or otherwise incapacitated
- Fix for player sometimes appearing at the wrong angle when initially entering Home Base
- Fix for issue where if the player was using an item to highlight other objects (such as the Laptop), then walked near one of those objects and walked away, the object would remain highlighted
- Fix for issue where if the player was using an item to highlight other objects (such as the Laptop), those objects would not always appear highlighted when moused over
- Fix for Wrestler appearing nude on missions screen
- Fix for NPCs hands appearing when outside vision range in Rogue Vision mode after they put away their gun
- Fix for Killer Plant head not always appearing at correct angle, and animating at incorrect speed
- Fix for dizzy stars sometimes appearing at the bottom-left corner of the map
- Fix for NPCs hands and guns sometimes being visible when they fell down holes on multiplayer client
- Fix for fireproof objects flashing on multiplayer client when shot with fire weapons by non-local players and NPCs
- Fix for Ghost Gibber stream sometimes not appearing on multiplayer client
- Fix for blood spurts not appearing when multiplayer client threw objects at people
- Fix for Killer Robots red light not going out when they die on multiplayer client
- Fix for lights appearing in incorrect vertical position for dead NPCs when entering the game as a multiplayer client
- Fix for wall wreckage sometimes appearing to be clustered in one spot on multiplayer client
- Fix for shirtless players in online multiplayer sometimes initially appearing to have a white chest
- Potential fix for larger hairstyles sometimes appearing incorrectly under other players hats in online multiplayer
- Fix for Dizzy Stars sometimes not appearing
- Fix for players hats not always appearing in online multiplayer
- Fix for multiplayer host and client hair colors sometimes differing
- Fix for Shapeshifter having the wrong hand graphic after possessing Thief, Doctor and Firefighter
- Big Quest now appears at the top-right of the Missions screen
- Version text at the lower-left of the screen no longer includes the games title
- Fix for scrollbar sometimes appearing for a split second on the end-level stats screen
- Fix for controls in level 1-1 appearing for both players when two gamepads are being used
- Fix for cases where Chatlog would not disappear if the game window lost focus and then regained it
- Fix for cases where tooltip could remain after right-clicking to use an inventory item
- Fix for empty chests sometimes being shown on multiplayer clients map
- Fix for word bubbles appearing over multiplayer players who had not spawned yet
- Interaction range is more lenient for multiplayer clients to account for NPCs who move quickly while the player is attempting to interact with them
- Fix for main menu not always displaying proper messaging or returning player to correct sub-menu
- Potential fix for players sometimes being able to regain control of their character during the ending sequence
- Fix for selection box for items appearing an incorrect color when viewing items in a chest
- Different art for holes that appear during War Zone
- Fix for multiplayer client sometimes not being able to open doors after closing them
- Fix for door text on multiplayer client not always correctly stating if the door was locked or made of steel
- Silencer functions properly when gun is shot from multiplayer client
- Fix for Lunge ability being able to pass through walls without breaking them
- Fix for Hacker always turning to the right when hacking
- Fix for NPCs in Home Base turning to face the player when they have the Loud trait
- Fix for Sneaky Fingers not working with laptop hacking
- Fix for G-P-Yesss not working immediately after joining a multiplayer game with a character who has this trait
- Fix for Werewolf and Gorilla not having correct Lunge animations when viewing other players in multiplayer mode
- Fix for NPCs cloned from multiplayer client not having correct attribute stats
- Ambient Casino audio removed due to popular demand
- Changes to a few sound effects
- Fix for sound effects not playing on main menu if the player quits the game with the gamepad while on character select
- Fix for Fire hydrant break sound effect playing multiple times on multiplayer client
- Fix for Ghost Gibber sound not working on multiplayer client when used by a non-local player
- Fix for Wall Destroy sound effect not always playing on multiplayer client when walls were knocked down by peoples bodies
- Fix for Bear Trap, Banana Peel and Paralyzer sound effects not always playing on host and client
- Fix for Shuriken and Rock impact sound effect not playing on multiplayer client
- Fix for Boombox playing two songs at once on multiplayer client
- Fix for Jocks Charge sound effects not always playing on multiplayer client
- Fix for Equip Weapon sound effect playing at inappropriate times on multiplayer client
- Fix for Laughter sound effect not playing on multiplayer client
- Fix for burned by fire sound effect not playing on multiplayer client
- Fix for fall in hole sound effect not playing on multiplayer client
- Fix for spawn sound effect not playing on host when clients return after falling in a hole
- Splash sound effect does not play when wreckage such as bush leaves are knocked into water
- Fix for Big Quest not always loading properly when a multiplayer client loads their saved game
- Big Quest slot will no longer say coming soon if quest data cannot be found
- Fix for character stats not loading properly when loading a multiplayer saved game with New Character Every Level
- Fix for Continue removing client players traits upon continuing
- Added a number of checks to help ensure random generation doesnt get screwed up while multiplayer client is loading a level
- Fix for a certain door being locked from the wrong side during police lockdown
- Fix for NPCs continuing to attack multiplayer clients who had turned Invisible
- Fix for Gorilla not talking in Home Base
- NPCs are better at knowing when to answer knocks on their doors
- NPCs are a bit more responsive under certain circumstances
- Fix for NPCs not hearing multiplayer client when they knock down walls as a Giant, or when knocked through them
- Fix for NPCs not responding to multiplayer clients with annoyed text
- Fix for NPC issues pathing around Scientists Big Quest crates
- Fix for Resistance Leader in Zoo not saying anything when spoken to
- Fixed a typo in one of the Protips
- Changed a reference to D-Pad in the tutorial, because apparently thats only supposed to be used in reference to Xbox gamepads
- Clerk in Fire Station has different dialog
-
Fix for player being able to get stuck in tutorial if they killed the Shopkeeper and picked up the Hacking Tool very quickly
- Fix for wreckage on online multiplayer clients not being handled properly, causing lag when lots of it existed
- Performance fix for shooting non-normal-sized bullets
- Performance fix for Ghost Gibber
- Very slight load time improvement
- Followers that multiplayer client brings to the next level will not spawn until the player does
- Fix for players not facing south at the start of multiplayer games
- Fix for game freezing when leaving multiplayer games when not connected to Steam
- Fixed internal errors regarding removal of objects in client-side Home Base
- Fix for cases where players could appear to be walking on water
- NPC Dialogue that previously only appeared for the client now appears for the host and other players
- Fix for game sometimes not restarting after game over even if all players have selected their characters, typically after a client has loaded a saved character
- Fix for x has left the game messages not always appearing
[ 2018-11-29 19:05:37 CET ] [ Original post ]
With this weeks update, all of the in-game text for 1.0 has been finalized and sent off for localization (though Ill probably end up making some changes here and there). Ive also made a bunch of bug fixes, and did some work on the console ports. For the next couple of months, youre mostly going to be seeing polish updates, meaning lots of bug and balance fixes. There are literally 400+ of issues that are on my radar, with more being reported every day. Id like for the game to be as stable and polished as I can feasibly get it for 1.0, and the coming months should finally give me the opportunity to do a bit of much-needed catch-up in this department. That said, I have a bunch of new mutators ready to go that I was planning to dump out on the games 1.0 release. I may end up drip-feeding these in the coming updates so you folks have something new to gnaw on. Ill also be continuing to work on aspects of the console ports, mostly performance fixes and other random tasks, plus some marketing this-and-thats. The remaining work is being done by an external team. We havent entered certification yet, but were hoping to do so in the coming weeks. The official release date for 1.0 and the console releases is still Winter. This weeks Fortnight Discussion: Game balance, since I haven't done a discussion on that since June. What are your biggest issues with the game balance right now? What abilities, items, etc. do you find overpowered or useless? What aspects of the game do you find just plain unfair?
Alpha 64
Text
- Added interaction text for a number of characters that previously had none, and just more in general
- Signposts have been added to more levels
- Added some new protips
- Added clarification to Sneaky Fingers description
- Added text for when the Mayor is enslaved at the games ending
- Bunch of other random new text
- Alterations to Medium lighting
- Screen goes to black correctly when exiting the game from the Daily Run game over screen, character select screen and other instances where it previously didnt
- Fix for NPCs sometimes appearing to still have their hat on after it is stolen by the Thief
- Fix for Firefighters Water Cannon not appearing when they are lying on the ground
- Fix for Generators sometimes appearing larger than they were meant to
- Fix for certain NPCs appearing to be one-armed after becoming Zombies
- Current seed is always shown on the Esc menu, even if the player did not enter one
- Credits list added to main menu
- Adjusted camera during gamepad aiming with thrown weapons so the player doesnt get scrolled off-screen
- Fix for character selection boxes not animating
- Fix for Esc menu mutator display not always showing all information
- Fix for hackers targeting sometimes getting immediately canceled after the player pressed the left trigger button on the gamepad
- Fix for Jock sometimes not regaining control after charging
- Potential fix for instances where Trip animation can play repeatedly
- Potential fix for player falling into hole and not reappearing
- Fix for player running out of ammo in a rapid-fire weapon and immediately shooting the rapid-fire weapon that he switches to
- Non-violent projectile weapons will not switch to violent projectile weapons when ammo runs out
- Removed Friends filter from online game listings (wasnt actually supposed to be there and doesnt work)
- Fix for some instances where player was only offered two traits at the end of a level
- Fix for player aiming in the wrong direction when Confused, using the gamepad, and not holding the right-stick
- Fix for Floor Complete text not always showing in online multiplayer mode
- Fix for elevator prompt appearing twice when it wasnt supposed to
- Fix for hitting Lasers with melee weapons not working properly
- Fix for Refrigerators sometimes not having collision
- If the player uses the Podium without wearing the Mayors Hat, it will be automatically equipped
- Fix for Door Detonator appearing above use key options when interacting with doors
- Fix for Molotov Cocktail exploding after being hit into walls after being dropped on the ground (its only meant to explode when thrown)
- Player will not aim as well with rapid fire weapons if they try to repeatedly tap the mouse button (this was previously exploitable since the first shot is typically more accurate)
- Acid is now called Sulfuric Acid
- Clumsiness Accepted is now called Clumsiness Forgiven
- Fix for player losing Camouflage when opening Do Not Enter doors
- Fix for NPCs being able to Resurrect after falling into holes
- Fix for multiplayer clients Zombie Phlegm not taking effect if it did the killing blow on an enemy
- Fix for instances where player could not Camouflage despite having no one around them
- Fix for water not appearing on the ground when shooting the Water Cannon at certain walls
- Fix for player being able to knock down Lockdown Walls with Wall Walloper
- Fix for using Cigarettes at the last second of Feelin Alright and still going into Withdrawal
- No In-Fighting and similar traits will not prevent Firefighters from hitting Arsonists
- Fix for cases where Wrestler (and possibly others) Big Quest could state the floor is clear, but the elevator says otherwise
- Players with Wanted, Fair Game or Ideological Clash will not get Bounty disaster
- Oil spills will not appear inside buildings
- Mayor may be found wandering around the level with guards
- Arsonist will only appear if they are currently visible on camera
- NPCs are better at avoiding Saw Blades
- Fix for the players followers sometimes getting scared of other followers due to Fair Game
- If a weapon is knocked out of an enemys hands, they wont immediately try to pick it back up
- Fix for NPCs hiding in bushes not getting angry when being sprayed by water
- Fix for NPCs not falling down holes when they are incapacitated (Frozen, Dizzy, etc.) on a Conveyor Belt
- Better AI during Lockdown - Cops will become hostile toward NPCs with whom they are not aligned who are outside of their homes
- Mayor will not mutiny if enslaved
- Enslaved Upper-Crusters and the Mayor will not attempt to run away when facing danger
- Various performance improvements
[ 2018-11-15 21:21:28 CET ] [ Original post ]
I know I said in a previous update that Id be holding off on adding the final 1.0 character until the game hit 1.0, but in the interest of getting feedback before the game officially launches here ya go!
Im still working very hard to get the game in shape for console certification, still squashing bugs and balance issues while trying to slip in a new feature or two here or there.
As of next update, all of the games text will be finalized for 1.0, and Ill be send it off to get localized into a bunch of different languages. So, thats the topic of this weeks Fortnight Discussion: What text in the game would you like to see changed?
Alpha 63
New Features and Content
- Added playable Firefighter character, along with new abilities, traits, an achievement, etc.
- Added Seeds (finally) - Talk to the Scientist in Home Base
- Expanded the number of custom character slots on the character selection screen from 8 to 16
- Fix for player accepting optional missions if they talk to a questgiver, close the screen, press the missions screen button, and then press Accept
- Player can knock on Do Not Enter doors and place detonators when they are outside-facing
- Fire does not spread to middle wall sections where it cant be reached with a Fire Extinguisher or Water Cannon
- Molotov Cocktail added to game
- Firefighters now carry Water Cannons instead of Fire Extinguishers
- Bartender starts the game with Cigarettes, in case drink ingredients are hard to come by in the first level
- Fix for Slum Dwellers not dropping money that they took off the ground
- NPCs who are being guarded by a group of people will always drop money
- Slum Dwellers will not pick up money off the ground that has been dropped when a player dies
- Reduced base Ammo Stealer price to $35
- Fix for Zombie Phlegm not costing the player health
- Fix for fire sound effect sometimes stopping before the fire had finished
- Fix for Jocks Charge sound effect sometimes continuing past the point where it was supposed to
- Fix for nuggets reverting to 50 upon exiting the game and starting again
- Slavemaster can use Taser on NPCs with whom they are aligned and need to capture for their Big Quest when they have No In-Fighting or similar traits
- NPCs who have been Zombified will no longer be considered for Cannibals Big Quest
- Added Arsonist AI behavior for people to randomly pull out a Molotov Cocktail and toss it at objects. At the moment, this only happens when a Firefighter is around
- Fix for NPCs not always following the player when theyre trying to mug them, warn them, or otherwise accost them
- Fire Extinguisher usage no longer causes people to run away as gunshots do
- Property owners forced to flee their property out of fear of violence will not return
- Unity engine updated to 2018.2.14f1
Alpha 63b
- Fix for mysterious ????? with E_Firefighter appearing in Trait Unlocks menu
- Added Firefighter trait Scorching Savior to character creation
- Fix for Medium lighting not always being set properly at the beginning of games
- Fix for occasional freeze at 87% loading when level was supposed to load the Bounty disaster
- When interacting with Do Not Enter doors, Open button appears above Knock button
- Fix for certain Do Not Enter doors at the outside of buildings not giving the player the option to knock
- Fix for some fire related errors
- People who are Aligned, Loyal or Submissive to a Firefighter player will not become arsonists
- NPC firefighters will not run out of water
[ 2018-11-01 20:51:11 CET ] [ Original post ]
Just like the title implies, the new build includes 100-ish bug and balance fixes. Not much more to say about this one!
No new Fortnight discussion this week, Id rather people keep contributing to the current Fortnight Discussion, because there are a lot of good ideas in there. Please bear in mind that I probably wont be implementing anything from these discussions into the 1.0 release unless its on the very small side, though Ill still make note of anything I find interesting for post-release content.
And as a reminder:
Check out my environment artist Matthew Weekes's new Kickstarter here, featuring this snazzy exclusive Streets of Rogue card!
Alpha 62
Notable Balance Changes
- Added a more powerful variation of the Goon, the Supergoon, who appears during Downtown and beyond
- Turrets in Downtown and beyond are replaced with Mega Turret which shoots at a higher rate and withstands more damage
- Continuously operating Crusher traps may appear in the Park levels
- Player receives more XP based on their current floor. Floor 2 has a multiplier of 1.075, floor 3 has a multiplier of 1.15, etc. This may need adjustment, well see. The multiplier is higher when playing a Quick Game, the multiplier does have a cap on Endless games.
- Player receives fewer skill points for killing or knocking out innocents
- NPCs no longer drop money 100% of the time
- When selling weapons and armor, there was previously a minimum price that you could sell the item for, so if -- for example -- a Baseball Bat was at 1% durability and its base price was $20, you couldnt sell it for less than $6 (30% of its original value). Ive reduced that 30% to 10% to discourage min-maxing attempts.
- Items sell for a bit less money than before
- Projectile and melee weapons sell for less money than other items, again to discourage grinding for these and reduce the amount of money available
- Amount of money in the game world is adjusted based on the number of players
- Grilling Fud on barbecues has a 3-use limit
- Neutralize All missions are more likely to appear on higher levels
- Fix for people who die and are resurrected while in the water on multiplayer client, appearing to walk on water
- Fix for shadows appearing under NPCs who return from Invisible state while in water Camera during credits list is more centered
- Fix for Shapeshifter appearing at normal size instead of Diminutive after Depossessing when Giant or Shrunk
- Added new quick-chat menu for gamepad users. Hold Cancel during online games to use it.
- After switching from full- to split-screen mode, there is a delay before the camera can switch back to full-screen mode again, to avoid too-frequent switches
- Added messaging on multiplayer client stating that they are waiting for the host to generate their level
- Removed Leaderboards - Coming Soon text from Daily Run screen (it may still be coming, but not until after the game leaves Early Access)
- Removed Seeds - Coming Soon text from Home Base (same deal, look for it after Early Access ends)
- Fix for not being able to adjust Upper-Cruster and Supercops hairstyles
- Fix for minimap markers for players 2-4 in online multiplayer matches having incorrect colors
- Fix for Big Quest completion message remaining on the screen in the next level on multiplayer between-levels timeouts
- Fix for player being able to open the minimap while in the Home Base
- Fix for cursor graphic sometimes being incorrect on title screen after player is disconnected from online game
- Fix for incorrect Syringe sometimes being dropped when clicking and dragging to drop items
- Fix for player being able to press End Game on the main menu after the game is over
- Fix for keyboard player being able to use and close object context buttons after a second player had opened the Missions screen
- Fix for Lockdown Walls sometimes appearing partially risen at the start of new levels
- Getting party members by hacking the clone machine with a hired hacker works properly
- Fix for NPC hackers being able to successfully complete the hacking of an object after that object has been destroyed or made non-functional
- Fix for fires blocking the ending sequence from starting properly
- Fix for fires not being properly attached to burning giblets in factories on multiplayer client
- Fix for giblets being spit out of tubes before the level has started
- Fix for static fires being caused if the player shoots Mine Carts or Trains with the flamethrower
- Fix for issues taking damage from fire sometimes
- Fix for banana peels being able to knock people out of chairs and beds, but they would still appear to be sitting
- Giving someone a cocktail increases electability
- Fix for Ghost Gibber not causing hidden enemies to come out of hiding
- Quest-related items are removed from the players inventory at the end of levels
- Items needed for missions cannot be given to NPCs (too many related bugs)
- Base price of Giantizer increased from $80 to $100
- Reduced price of Dizzy and EMP Grenades from $20 to $15
- Teleport-Happy can no longer be used when the player is in immediate danger
- Confident in Crowds and Safe in Crowds cap at 3 followers
- Fix for Art of the Deal giving players better deals than indicated by the on-screen cost
- Wrestler in Home Base does not show Resist Damage
- Shapeshifter cannot possess other Shapeshifters
- Fix for Shapeshifter not leaving the body they are currently inhabiting when starting the ending sequence
- Fix for bug where multiplayer clients could become Werewolf permanently by turning into a Werewolf, quitting the game, and then returning
- Fix for bug where Shapeshifter multiplayer clients could quit the game and remain their most recently possessed NPC permanently
- Fix for Shapeshifter on multiplayer client not losing health when the host body dies
- Fix for Werewolf on multiplayer client not retaining traits after dying in Werewolf form
- Fix for No In-Fighting and Class Solidarity not functioning on NPCs that were killed for a mission and resurrected as Zombies
- Cannibalizing Zombies restores half as much health as cannibalizing non-Zombies. Not so tasty.
- Fix for G-P-Yesss not functioning on all objects for custom characters in the first level of the game
- If an NPC who has Resurrect is knocked out or arrested, they will lose Resurrect
- Crooked affects XP loss for stealing from innocents
- It is possible to Enslave NPCs who are Dizzy, Crazy-Dizzy, or Frozen
- Fix for the first melee attack from an NPC sometimes not colliding with other objects
- More sound effects added, updated some effects from last build
- Ghosts no longer have a vote in elections
- NPCs spawned during War Zone do not have a vote in elections
- Electability does not increase from killing Zombies
- Players with Charismatic receive an electability score bonus from NPCs who were Friendly at the beginning of the floor, but its not an extremely large bonus, so you can still become un-electable by angering a bunch of people
- People being the same class as you does not increase your electability as much
- If a person exits a level via elevator, their opinion of you will still affect electability
- Fix for Wrestler being able to challenge other players to fights when they are in ghost form
- To avoid confusion, Generators at military outposts in the park must be destroyed for the Soldiers quest
- Fix for Assassin big quest targets appearing on final level
- Slavemaster can escort Slaves to either the entrance or exit of the level, instead of just the entrance
- Cannibal wont get stuffed when Cannibalizing people that are needed for the Big Quest
- Made Slavemaster text more obvious that you need to bring them to the entrance/exit
- Fix for Jocks Big Quest progress not always appearing properly on Missions screen when multiple players are playing as the Jock
- Fix for Big Quest Completed message not appearing properly when using Supercop and Upper-Cruster
- It is possible to get Big Quest points for arrests, kills etc. on people with whom you are aligned
- During Bounty disaster, if someone becomes hostile toward the player due to the bounty, he and his friends in the vicinity will become Guilty
- Lockdown Walls no longer go up during Zombies disaster, or when the Zombies mutator is active
- Added No Custom Characters mutator, intended for non-password-protected online games
- New Character Every Level and Super Special Abilities now cancel each other out, as too many issues were being caused by this particular combination
- Shapeshifter NPCs appear more rarely
- Fix for NPCs not running away from player zombies after the first level
- Fix for Wrestler sometimes having two options to challenge the Mayor to a fight
- Fix for certain NPCs not running to see the players speech at the end of the game
- Fix for NPCs not tripping on Banana Peels properly when off-camera
- Fix for cases where NPCs could join the players party while annoyed or hostile toward them
- Fix for Cop Bots telling players with whom they are aligned to Brace for death
- Fix for occasional pathfinding issues with Crates spawned in for Scientist Big Quest
- During ending, English speakers in the crowd will be chosen to talk over non-English speakers, but if non-English speakers do have to talk, theyll speak the proper dialog
- Fixed issue where the player could tell someone to leave town, and they would attempt to path through a locked door
- Fix for players being able to ask the Mayor for their hat before actually winning the election in online multiplayer mode
- Fix for questgivers becoming Friendly toward the player after they complete a quest, when they were already Loyal before this
- Added ending text to account for the player arresting the Mayor
- Fix for a networking issue that was causing problems sometimes when attempting to join games, typically indicated by a freeze at 37% loaded
- Added more descriptive messaging when client is disconnected immediately upon connecting to a host
- Fix for player not being able to start a multiplayer game at the Home Base properly after starting a normal game, returning to the main menu, and starting a Home Base game
- Unity engine updated to 2018.2.12f1
Alpha 62b
- Fix for everyone in Downtown and beyond being Supergoons
- Fix for many traits having incorrect names
- Fix for Enslavement not working
[ 2018-10-18 20:32:28 CET ] [ Original post ]
Dang, if I had just added 1 extra trait, this version number would have been super-appropriate. Anyways, yeah, this week’s build includes a whole crapload of new traits, and significant changes to traits are awarded at the end of levels. On most level-ups, you’ll receive a choice of three traits, as you would in the past. Two of these traits are now catered toward your character choice (or in the case of custom characters, the game will try to determine this based on your current build). The third trait is a wild card. In general, higher levels will receive more powerful traits. However, you might get lucky and get something very powerful early in the game. Every 3 levels (3, 6, 9 etc.), you’ll get a choice between upgrading a special ability (if you have one), upgrading an attribute (speed, endurance, etc.), and adding a relatively powerful trait. In addition, an Augmentation Booth has been added to the game, which gives you three options:
- Upgrade Trait - Upgrade many of your existing traits to an “augmented” version. Cost is based on the cost in character creation.
- Remove Trait - Remove one of your negative traits. Cost is also based on character creation cost.
- Swap Trait - Swap one of your traits for a random trait that has an equivalent-ish value.
Alpha 61
Traits Remember, many of these will need to be unlocked in the home base, so dig out those ancient nuggets! However, traits that require specific special abilities aren't currently available in character creation.
- Un-Crits - Damage inflicted on the player may not cause any health loss
- Prickly Skin - Melee damage inflicted on the player may also harm the attacker
- Knockback King - Cause people you hit to be knocked back further
- Block Breaker - When an enemy blocks your melee attack, it may count as a hit
- Block Bullets - Face the direction of incoming bullets to block them with your melee weapon
- Wall Walloper - Melee weapons can destroy certain walls
- Blaster Survivor - Explosions caused by the player, don't damage the player
- Blaster Master - Explosions destroy any wall or object
- Ammo Scavenger - Dropped weapons contain more ammunition
- Lock and Load - Weapons are reloaded at the start of new floors
- Burning Bullets - Bullets cause fire when hitting objects
- Penetrating Bullets - Bullets pass through objects and people after hitting them
- Bullet Breaker - Your bullets destroy other bullets
- Sneaky Fingers - People won't notice when your "(Doing something)..." bar is filling
- Teleport-Happy - Teleport anytime, regardless of location or danger
- Secret Vandalizer - Hitting objects and walls doesn't make any noise
- Intrusion Artist - Thieving tools may not break after usage
- Random Reverence - Random people are aligned with you
- Safe in Crowds - The more followers you have, the less damage you take
- Confident in Crowds - The more followers you have, the more damage you cause
- Homesickness Killer - Followers will always follow you to the next floor
- Share the Health - Health items you administer to yourself will affect your followers
- Cool with Cannibals - Cannibals will no longer attack on sight
- Friend of the Family - Mobsters are aligned with you
- On the House - Items purchased from vendors may be given to you for free
- Trust Funder - Receive money at the start of every floor
- Shop Drops - Upon being neutralized, vendors will drop one of the items that they normally sell
- Slinky - Camouflage doesn't end when bumping into people
- Vicious Chameleon - Camouflage doesn't end when attacking
- Sprinter - Charge faster
- Tackler - Charge has a more powerful impact
- Low Center of Gravity - Player doesn't fall down when charging into walls
- Juggernaut - Can't lose health while charging
- Fast Food - Bodies are Cannibalized faster
- Savorer - Receive more health from Cannibalizing
- Table Manners - Cannibalize doesn't bother nearby people, including law enforcement
- Eggshell Walker - Jokes never cause people to become Hostile
- Feature Act - Jokes have a higher chance of success
- Crooked - Less XP and Big Quest point loss for neutralizing/arresting innocents
- Impatient Lunge - Primal Lunge charges more quickly
- Speed Coder - Hacking takes no time
- Foolproof Hacks - Hacking never causes an alarm
- Cyber Nuke - Most hackable objects can be blown up
- Body-Swapper - Shorter cooldown after depossessing
- No Harm in Dying - No health loss when your host body dies
- Possessions are Peachy Keen - Possessing and Depossessing does not cause Hostility or Annoyance
- Benevolent Owner - Slaves don't become mutinous
- Destructive Deaths - Slave helmets cause a larger explosion
- Legal Enslavement - Enslaving random people is now legal for you
- Covert Crook - People don't notice when you pickpocket their friends
- Chipmunk Teeth - Bite more quickly
- Vein Tapper - Receive more health from Bite
- They're Just Kissing - Bite doesn't bother nearby people, including law enforcement
- Bottomless Stomach - Bite people even when your health is full
- Killing Time - Werewolf form lasts longer
- Restless Beast - Cooldown period after transforming back to human form is shorter
- Steady Head - No Dizzy period after transforming back to human form
- Swift Spitter - Phlegm attack charges faster
- Throat of Iron - Phlegm attack doesn't cause health loss
- Subduing Spree - No cooldown after using Chloroform
- Quick and Dead - All Zombies are faster
- Inhuman Strength - All Zombies are stronger
- Augmentation Booth
- A whole bunch of new sound effects added. There will probably be some changes to these and new additions in the coming weeks.
- Fix for instances where player was unable to control their character at the beginning of levels
- Fix for Clone Machine hacking not always working properly
- Fix for security cameras detecting people in nearby buildings
- Fix for cases in multiplayer where interacting with the elevator could bring up the character select screen on clients
- Fix for player not being able to use Turntables if the DJ is dead
- Fix for Slave Helmet Remover not appearing in inventory, which also caused an issue where the game would state that the inventory was full when it was not
- Anti-hack stuff
- Fix for missions not failing properly in multiplayer mode if the NPC carrying a quest item fell down a hole
- Fixed Werewolf “Super Special Ability” text when in Werewolf form
Alpha 61b
- Fix for freeze at the end of levels on some level-ups
- Fix for players being offered special abilities every level-up instead of every 3 level-ups
- Fix for players being offered special abilities that they already had
- Fix for players being offered higher-level special abilities too early, too often
- Fix for removing certain traits not always working properly
- Fix for certain trait names being missing
- Fix for Werewolf and Shapeshifter losing attribute upgrades after transforming back to their normal bodies
- Penetrating Bullets does not work with rockets
Alpha 61c
- Fix for level-up menu sometimes getting multiple of the same trait directly after unlocking that trait
- Fix for level-up menu getting traits that you upgraded previously
- Fix for getting traits during Augmentation booth swaps that are useless to your character
- Fix for being able to swap certain traits for free from the Augmentation Booth
- Fix for Shapeshifter and Werewolf regaining traits that had been removed after returning to their normal bodies
- Fix for incorrect alignments when gaining or losing The Law trait in the middle of levels
- Fix for Bullet Breaker affecting the player’s own bullets
- Game is slightly better at finding level-up traits for your character
- Replaced 192 kbps soundtrack file for floor 5-3’s music with 320kbps version
[ 2018-10-04 21:07:10 CET ] [ Original post ]
At long last, Streets of Rogue can be completed beginning to end!
The Final Level and Ending
For those who don’t mind a bit of a spoiler, here’s how it works: You have to take down the Mayor, who can be found doing one of a number of activities in Mayor Village. As per the city’s remarkably ill-thought-out rules, whoever has the Mayor’s Hat and makes a speech at the podium gets to be the mayor. You can achieve this goal through tactics that you’ve used previously (fighting, theft, etc.), which can end up being tricky because the Mayor is very heavily guarded. Or, you can beat him/her in a legitimate election -- there’s a sign in the Mayor’s office that explains how this works. Some tactics will prove to be much easier than others (in fact, there are a few very easy ways to cheese the whole thing), but for you completionists, there are achievements and differing ending text based on the method you use. I’ll definitely be making tweaks in the coming weeks/months, so let me know about your experiences.
So what’s next?
Just because you can finish the game doesn’t mean the game is done, not by any stretch! As you may or may not know, Streets of Rogue is planned to leave Early Access and launch on Steam and consoles in the near-ish future. Previously, my tentative release date was “before the end of 2018”, now it’s “Winter”. Can’t say for sure, but definitely before Spring. Here’s what’s on my agenda before the game launches out of Early Access:
- Home base stuff - I’m still not entirely sure what form this will take, but I’ve blocked out some time for it.
- New playable character - I’ll be adding one new character before the game launches to make it an even 24. More will be added post-launch.
- Optimization and porting-related tasks - The bulk of Streets of Rogue’s console porting duties are being handled by an external team, but I’ll still need to help out with certain things. It’s really important to me that the game feels solid on all platforms.
- Balance - There’s still quite a bit of work to be done in this area, and I may end up making some significant changes over the next couple of months. I’ve already added a number of new traits internally which aren’t available yet.
- Building layout variety - I’ve been neglecting this for a bit too long…
- Mutators - More coming - Possibly when the game launches!
- Achievements - Ditto!
- Bug Fixes - Well duh.
Alpha 60
New Features and Content
- Game can now be completed. This isn’t going to be the most “complete” patch notes, because a ton of new related changes have been made that I forgot to write down.
- Added final level, “Mayor Village”
- Four new tracks added, all of which are now included in the soundtrack DLC:
- Final Floor: The Mayor's Lament
- Final Floor: Speech! Speech!
- HUH. Get Funky. In the Streets of Rogue. Yeah. Jam On. (Credits)
- Let's Get This Video Game Started (Titles)
- Six new achievements:
- You Rule
- Hostile Takeover
- Peaceful Takeover
- Legal Takeover
- The Bad Ending
- Quest Conqueror
- Added “Electability” ratings to the stats screen. You can find out how this works by reading a sign in the Mayor’s office. I’ll probably end up adjusting the specifics in future builds.
- Added opening logo animation
- Added fade animations to menus
- Fix for word bubbles not stretching properly for when there are 3 or more lines of text
- Fix for certain objects inappropriately saying “(Empty)” on multiplayer client
- Recharge countdowns do not continue if the player is teleporting, or in other similar circumstances where control is taken from them
- No longer possible to purchase Upper-Crusty status, this is now the goal of the Slum Dweller’s Big Quest
- Alien can no longer be Possessed or Cannibalized
- Fix for missions completing in multiplayer mode after the game had ended
- All Big Quests are now properly completeable and have rewards, which are activated through he Super Special Abilities mutator
- Added Super Special Abilities mutator
- Changed the overall structure of the game a bit to make some of the levels smaller and contain fewer quests in an effort to improve the game’s pace. I’m still toying with this stuff, so I may alter these values in the future
- Office Drones can be bribed to like you again (this can be used for electability purposes)
- Changed the names of a couple of real-world songs referenced in the game
- Changed the Earwarp Whistle description
- Fix for certain instances where client interacting with people would produce an internal error and the interaction would not take place
- Unity engine updated to 2018.2.8f1
- Updated NAT Traversal plugin to version 1.63 from 1.61
- Updated Rewired plugin to version 1.1.19.9 from 1.1.18.0
- Added support for a bunch of other new achievements that will probably be added on 1.0 launch
- Added support for a bunch of new traits that will be coming soon-ish
Alpha 60b
- Fix for Big Quests not always completing properly at the very end
- Fix for saved games from the previous version having issues progressing to the next level. Electability stuff probably won’t work properly, however -- you’ll need to start a new game for that.
- Fix for credits list remaining onscreen in home base if the player pressed Skip Ending while they were visible
- Fix for Doctor not having infinite Tranquilizer darts for their Super Special Ability
- Fix for bullet-related errors
Alpha 60c (September 21)
- Fix for 3- and 4-player modes not working
- Game can be completed in Sandbox mode, rather than looping like Endless mode does
- Fix for player being able to take out loans in Uptown and Mayor Village (this should not have been possible)
[ 2018-09-20 22:07:32 CET ] [ Original post ]
I was hoping to have the final level and ending ready for this update, but as astute players may recall, last week’s big tech update was… buggier than anticipated. So buggy in fact, that I spent about half of this update cycle in a death crunch of frantic bug fixes, which resulted in no less than 8 hotfixes (I think that’s a record). So, this is a relatively small update. Barring something catastrophic happening to my computer or personal life, next update will be pretty substantial. Stayyyyy tuned! This update's Fortnight Discussion: Leaderboards and Scoring
Alpha 59
Graphics
- Fix for NPCs looking weird for the first half-second of a level
- Fixed some incorrect corner grass tiles
- Fix for Invisible NPCs’ hands sometimes appearing
- Fix for player appearing to have extra hands after becoming Invisible while pointing a gun
- Added color animation to menu selection interfaces
- Multiplayer games can be ended from the main menu if the host has finished a level but other players have not
- Fix for cases where context buttons could become larger in width than intended
- Fix for Character Creation Attributes description box reading “Strength” initially
- Fix for instruction text on certain 3- and 4-player menus in home base not being fully visible
- Player toolbars disappear when entering main menu
- Minimap in 2-4 player modes disappears when entering main menu
- Fix for multiplayer client not always being able to make ATM Machine spit out money
- Fix for fires on War Zone NPCs not always being destroyed properly
- Fix for fires from Fire Barrels not being destroyed properly internally
- Projectile weapons are worth much less money when Infinite Ammo mutators are active
- Fix for Research Gun appearing to knock NPCs back when on host when used by client player
- Quick-Escape Teleporter works better in levels with Lockdown Walls
- On Daily Run, traits and items may appear regardless of the player’s unlocks and settings in the Home Base
- Ideological Clash added to Character Creator
- Army of Darkness renamed to Army of Five, since the original title wouldn’t make much sense when applied to non-Zombie custom characters (edit: this will happen in the next build)
- Fix for NPCs brought from one level to the next sometimes having 0 health
- Potential fix for dead party members coming back in the next level as ghosts
- Charismatic and Malodorous have no effect on Cop Bots
- Fix for NPCs attempting to path through certain objects
- Only 5 NPC party members per player can be brought to the next level
- Friendly Cop Bots will still stop the player
- Much quicker loading into games from the main menu
- Fix for internal errors when quitting multiplayer games
- Unity engine updated to 2018.2.6f1
Alpha 59b (September 7)
- Fix for mutators not loading properly when saved games are loaded
- Fix for wood doors sometimes not taking damage, as if they were steel doors
- Fix for NPCs not appearing to be dead when the Shapeshifter possessing their body dies
- Fix for people having shadows when they resurrect underwater
- Potential fix for fires appearing permanently where they are not supposed to
- Better internal handling of “recycling” of wreckage objects
- Army of Five added to character creation
[ 2018-09-06 20:28:41 CET ] [ Original post ]
Though this update doesn’t come with a huge changelog, it was actually one of the more strenuous updates I’ve done lately. I made some fixes that should greatly reduce the game’s memory consumption over longer play sessions. You may have noticed in previous builds that performance and load times could degrade significantly if you played the game for a lengthy amount of time. The fixes I’ve made in this build should reduce performance degradation by a wide margin. Unfortunately, these optimizations also broke a lot of stuff, so I needed to spend a good chunk of my the update cycle going through the game with a fine tooth comb and attempting to fix this lovely new set of issues. If you see anything weird in the new build, please don’t hesitate to let me know. Also, the version of the Unity engine that the game is running on has been updated for the first time in about a year. So uh, yeah, fingers crossed that this doesn’t cause you guys a bunch of grief. Again, let me know about any and all new issues. The latest Fortnight Discussion revolves around something that I’m in the process of implementing right now: Big Quest Rewards
Alpha 58
Engine and Performance
- A number of changes to how NPCs and objects are generated. This should fix memory leaks and improve performance over long sessions, and will probably cause new bugs. So keep an eye out for weird new glitches in objects and NPCs.
- Updated Unity engine from 2017.2.1p4 to 2018.2.3f1
- Client LAN address is automatically detected every time the screen is entered, rather than saving the initial address that is found
- Fix for NPCs’ body sprite sometimes not highlighting properly when player has their mouse over it
- Fix for Sleep “Z’s” not always appearing over NPCs for multiplayer client
- Fixed an error relating to fires not being cleared properly, which could potentially fix a couple bugs
- Dangerous objects like Slime Barrels and Exploding Barrels no longer attract melee auto-aim
- Fix for Train lights not disappearing when Train is destroyed
- Train being destroyed causes a large explosion
- Players can pick up quest items for non-questgiver quests even when they have a full inventory
- Fix for multiplayer client’s own Bear Traps not always having an effect if they step on them
- Hiring Voucher can no longer be sold by Shopkeepers
- Fix for Research Gun not working on Aligned NPCs when the player has No In-Fighting
- Fud base price is $7 instead of $5
- “Naked” replaced with “Wanted” -- Exactly the same effect, but makes more sense when applied to custom characters who don’t have the Naked body type, not to mention the naked swimming NPCs who lacked the trait
- Increase All Stats and Decrease All Stats effects are not kept between levels to avoid certain bugs
- Increase All Stats and Decrease All Stats removed from a number of locations where they were given, and can never be given to Werewolf or Shapeshifter due to bugs
- Added some fail-safes for online issues when two players attempt to arrest, bite, cannibalize or enslave the same person at the same time
- Fix for player sometimes having too much max health when transforming into Werewolf
- Fixed a floor texture issue in the Safe room
- Bounty disaster does not appear when player is Shapeshifter or Slavemaster
- Fix for items sometimes not having sprites in Rogue Vision
- Fix for Annoyed NPCs not giving online multiplayer clients proper reactions
- Fix for NPCs implying that they are still annoyed after using Hypnotizer on them while they are annoyed
- Cop Bots will not attempt to deport the player if they are possessing an Uptown resident
- Fix for owners sometimes getting angry at Firefighters who enter their building to put out a fire
- More than one Shapeshifter NPC may not appear in a single level
- Fixed typo in the tutorial that had somehow gone unnoticed by anyone for 1.5 years
Alpha 58b (August 25)
- Fix for a bunch of weird AI stuff and not-always-obvious object-related issues
- Fix for weird object spawning issues on multiplayer client
- Fix for Saw Blades appearing as Safes
- Fix for Loadout Machines not having items
- Fix for Shopkeepers, Bartenders etc. not always having new inventories on new levels
- Fix for Hologram Bigfoot having a weird appearance
- Fix for Doors not being made of Steel when they were meant to
- Fix for NPCs sometimes being able to see the player behind Shelves
- Fix for NPCs not having their items and status effects when the player brings them to the next level
- Fix for Cannibals having incorrect body after popping out of Bushes on multiplayer client
Alpha 58c
- Fix for game sometimes crashing between levels
- Fix for Shopkeepers, Bartenders etc. not always having new inventories on new levels (actually works this time)
- Fix for player sometimes receiving quests involving nonexistent objects
Alpha 58d (August 27)
- Fix for everyone on a level freezing in place
- Fix for NPC followers not retaining traits and status effects between levels
- Fix for Floor Traps not always working
- Fix for doors being locked from the wrong side, and other odd door-related issues
- Fix for pathfinding issues on certain types of objects
- Fix for doors not being locked in Lockdown disaster
- Fix for Shapeshifter being able to possess nonexistent NPCs
- Fix for issues with Cop Bot security beams appearing at inappropriate times or not at all
- Fix for “burnt” NPCs’ eyes not always appearing white
- Fix for quest markers not always appearing on items on the ground for multiplayer client
- Fix for instances where Cops could spawn behind an ATM Machine
- Updated Unity engine to 2018.2.5f1
Alpha 58e
- Less garbage in the output log
Alpha 58f
- Fix for debris appearing all over the ground when it shouldn't
Alpha 58g (August 28)
- Fix for player not being able to mouse over objects in player 1’s window in split-screen mode
- Fix for cursor text not appearing for player 2
- Fix for gamepad controls not working on character creation screen and possibly other menus
- Fix for fires appearing to burn on living people
- Fix for NPCs appearing to stand up when they are sleeping on multiplayer client
- Fix for some Shapeshifter possession issues in multiplayer
- Fix (again) for Traps not always working
- Fix (again) for doors not always opening properly from the correct side
- Fix for doors not always blocking light properly
- Fix for random NPCs sometimes having the wrong body color
- Fix for eyeballs appearing on burnt bodies of characters whose eyeballs normally don’t show
- Fix for items in chests on server and client not being synced well in some cases
Alpha 58h (August 29)
- Fix for Traps not working AGAIN (third time’s the charm)
- Fix (again) for fires sometimes appearing on NPCs when they should not
- Fix for G-P-Yesss not working properly all the time
- Fix for player not being able to select characters after entering character creation screen in 3- and 4-player modes
- Fix for not all Twitch settings being updated properly if changed in-game
Alpha 58i (phew)
- Fix for further 3- and 4-player issues on the character creation and character select screens
- Fix for 3- and 4-player games sometimes not proceeding at the end-of-level elevator
- Fix for Online multiplayer client sometimes getting stuck at the end of levels and not proceeding
[ 2018-08-23 23:31:20 CET ] [ Original post ]
Just a quick, light update this week. I’ve been a bit super-busy getting the final level and ending in ship shape. Not sure if that will be ready for next update or not -- it depends on how fast I can get the current optimization project I’m working on completed. Anyways, for now, enjoy this miscellaneous smattering of fixes. The latest fortnight discussion actually relates to the game’s final level: Getting Yourself Elected Mayor
Alpha 57
Graphics
- Lighting adjustments on a number of different levels
- Screen shakes no longer occur when their origin point is way offscreen
- Fix for particle effects from bullets remaining large after player returns from Giant status
- NPCs who start the game swimming will appear nude
- Changed textures for “Bars” sprites so they appear more visible in dark areas
- Fix for player being sent back to incorrect menu if they join an internet game when player capacity has just been reached
- Potential fix for camera occasionally following someone other than the player after an arrest occurs
- Attempted fix for question marks appearing permanently over people’s heads
- If the player is holding up or down when they enter the main menu, the selection will stay still until they release the analog stick and move it again
- Fix for Computers and other objects not being considered “non-functional” after falling into holes
- Fix for broken object sprites appearing above water with no floating animation after Wrestler throws them in
- Investment Banker starts the game with Cigarette Lighter
- Fix for NPCs hidden in Bushes being immune to throwable items
- Fix for Werewolf attempting to use First Aid Kit while in Werewolf form when quick-health button was pressed
- Fix for Hologram taking damage from certain environmental hazards
- Fix for NPC Shapeshifter popping out of people who the player had already possessed
- Computer Illiterate cancels out Laptop on custom characters
- Giant status lasts 15 seconds instead of 20
- For Comedian, Wrestler and Vampire quests, rioters are no longer included when game determines the quest
- When purchasing items from people using Art of the Deal, these items will cost less when the item is needed for a Big Quest so that a profit can actually be made when selling the item
- Fix for one of the Hotels being internally classified as a Dance Club
- Fix for cases of NPCs spawning behind Trash Cans and getting stuck
- Fixed an incorrectly aligned “Private Club” floor
- Fix for an area of one of the Bathhouses being considered a prison when it was not
- Fix for NPCs not jumping out of Manholes in Downtown
- Fix for Jock in Arena becoming Friendly toward the player upon talking to them
- Fix for instances where Cops could become Hostile on a “first offense” of breaking something
- Fix for guards becoming Hostile toward patrons of buildings with Bouncers if they opened the front door while exiting
- Player cannot borrow money from people in Uptown levels, since there wouldn’t be time before the end of the game for Assassins to seek retribution
- No longer possible to offer Office Drones things (this was a remnant of the on-hold investment system)
- Fix for NPCs who were initially swimming not going back to their swimming pool after being possessed and depossessed by a Shapeshifter
- Fix for Cannibals sometimes standing still and appearing to not have a goal
- Fix for door guards becoming Hostile when you open doors while out of their line of sight
- Fix for text still indicating that the Assassin would lose 2 seconds of Camouflage when backstabbing
- Fixed typo in Exploding Bodies description
- Fix for several multiplayer connectivity issues
- Added proper track number metadata to soundtrack files
- Updated NAT Traversal plugin to version 1.61 from something really old
- Work on final level, ending, and other related things…
[ 2018-08-09 21:55:46 CET ] [ Original post ]
Yep, this update has a whole lotta balance changes for ya, based in part on community suggestions from a recent Fortnight Discussion. I’m also still aggressively fixing bugs. And trying to find some spare moments to work on the final level and ending. Hoping to have those in the game within the next month. This week’s Fortnight Discussion: Mod Support - What would you like to see?
Alpha 56
General
- Removed Investment system. Too exploitable. Open to ideas on how to modify the existing system to work better (maybe something that doesn’t involve the player himself gaining money but rather affecting some other aspect of the game), but its current iteration isn’t really working
- If the player receives an achievement while offline, it will be triggered the next time the game is started
- Fix for incorrect particle effects spewing from certain types of bullets
- Fix for character’s UI disappearing in 3- and 4-player mode after player closes Item Teleporter menu
- Fix for Stats screen sometimes listing the player’s killer as ObjectAgent
- Player can no longer switch from P1 using Keyboard to P1 using Gamepad from the Home base, as this was causing extra controller issues
- Sell-O-Matic now has a limit on the amount of cash it can dispense
- Alien can no longer be spawned from the Clone Machine
- When the player fails to disarm a Door Detonator, he will have a second to run away before it explodes in his face
- More money is dropped from Gravestones, and slightly fewer Gravestones contain it
- Vendor Cart now spills items when destroyed
- Disabling Power Boxes turns off constantly-spewing Gas in Industrial buildings
- Fix for not being able to tap on Windows in Gated Community
- Objects will attract the player’s auto-aim when they must be destroyed for missions
- If the player adds a stackable item to the ATM Machine that is already in the ATM machine, then the new item will be added to the total instead of replacing the original
- Safe-Cracking Tool and Skeleton Key no longer appear during gameplay, though they can still be added to custom characters
- Ghost Gibber can now be used on other supernatural characters like Zombie, Vampire, and Werewolf
- Changed Kill Ammunizer functionality - It only triggers once every 3 kills, but it restores ammo for all weapons in your inventory
- Base price for Kill Healthenizer and Kill Ammunizer changed from $70 to $100
- Lowered Haterator cost in character creation and loadout
- Hacker no longer starts with Time Bomb, starts with Translator instead
- Cop now starts with Dizzy Grenades
- Cologne’s price raised from $50 to $100, unlock/character creation/loadout prices increased as well
- Tranquilizer Gun’s value raised from $100 to $120
- Syringe’s base price raised from $30 to $50
- Money can be chosen as a starting item during character creation - Specifically $300, much like the Investment Banker starts with
- NPCs spawned via Clone Machine, Friend Phone or through Loneliness Killer may start with weapons
- Flamethrower’s base damage is 4 instead of 2, though this is still dependent on the character’s Firearms stat. Damage from Fire Spewers remains the same
- Fix for Quick Escape Teleporter activating when the player gives blood at a Hospital Clerk
- Assassin now loses Camouflage when he bumps into non-aligned/loyal/friendly people
- When Assassin backstabs someone in Camouflage, 2 seconds are removed from the Camouflage timer
- When Assassin backstabs people in Camouflage, they are not knocked back
- Electro Touch no longer causes extra Fist damage, the player must touch the other person with their body
- Electro touch does greater damage when people are standing over puddles
- Zombie Phlegm takes 3 health instead of 5
- Zombie starts the game with a new Trait, “Bullet Sponge”, also available as an Unlock
- Werewolf’s Pea-Brained trait now allows you to consume food and drinks while in Werewolf form
- Chloroform cannot be used on people wearing Gas Masks
- Ideological Clash makes fewer people turn against you
- Slavemaster has a default speed of 2 instead of 1
- Cost of unlocking Sleep Killer or adding it to a custom character has been reduced
- Fix for Vampire not being able to Bite people who are fleeing. The same goes for arrests
- Shapeshifter cannot revive another player while possessing an NPC
- Floats Like Butterfly reduces the amount that your character lunges forward when they attack
- Purchasing items from people’s inventories using Art of the Deal costs much more than purchasing items from shops
- Invisible lasts for 15 seconds instead of 20
- Comedians have a very low chance of making people Hostile with their jokes, unless you tell a joke to someone who is already annoyed
- Handcuffs cannot be used on Zombies or other non-humans
- Fix for errors when Depossessing
- Fix for incorrect sound effect playing on multiplayer client when Zombie is resurrected
- Player receives more XP for completing “Find Time Bombs” mission (700 XP instead of 300)
- Find Time Bombs missions do not appear on levels that have Lockdown Walls
- Clerks in Deportation Center can no longer be questgivers
- Added fail-safe for issue in online multiplayer mode where clients picking up a quest item could result in the quest being failed if their connection was too slow
- Fix for questgivers not talking to players with Fair Game
- People in the same building as questgivers will not be Hostile toward the player as a result of Fair Game
- Fix for player receiving missions to rescue an opposing gang member, or a Scientist as a Gorilla, or vice versa
- Slum Dweller no longer receives a discount for being aligned with the Clerk when putting money toward a home
- Fix for Vampires secretly being Werewolves
- Shopkeeper will no longer be required to obtain Slave Helmet
- Fix for Werewolf continuing to gain points on the Missions screen for his Big Quest after it had been completed
- Elevator can be unlocked using Custom characters, as long as they are not overpowered
- Zombie disaster does not occur when one of the players is a Zombie
- In Endless mode, prices that are affected by the current level remain high on the player’s second loop
- Fix for issue where destroyed objects from previous levels might appear in the next level
- Zombies may appear caged in labs
- Fix for NPCs running away from nonexistent danger
- More difficult to stun-lock NPCs without taking damage by melee’ing them repeatedly against a wall
- Zombified Werewolves cannot turn into their Werewolf form
- Shapeshifter NPCs that pop out of people are classified as Guilty
- Cops will not become Hostile when you attack Shapeshifter NPCs
- Supercops guard Power Boxes properly instead of wandering away
- NPCs do not become angry when NPC Cops enter owned property
- Smaller chance that Slaves will become Mutinous
- Zombie can purchase items from Zombified Shopkeeper, Bartenders, etc.
- During War Zone disaster, Soldiers will not be initially hostile toward Zombie
- War Zone Soldiers are never considered Guilty
- Fix for NPCs leaving your party after Resurrecting
- Fix for Zombies picking up items on multiplayer client
- Fix for Zombies not using attacking with a slash attack on multiplayer client
- NPCs will attempt to pick up fewer types of weapons
- Fix for NPCs not firing Ghost Gibber properly in online multiplayer mode
- If you kill someone while Invisible, nearby friends of the deceased will search for you and become hostile if they find you
- When an invisible player hits an NPC, they will run far away
- Vampires are considered Guilty after biting someone
- Fix for issue where if multiplayer host quit the game as a Ghost, they would die immediately upon resuming the game. Now, they start with 1 health
- Updated Rewired plugin to version 1.1.18.0.U2017
- Work on final level
- Work on new Mutators
- Work on new Achievements
Alpha 56b (July 27)
- Reverted change where Zombie disaster wouldn’t occur if the player is a Zombie
- Kill Ammunizer restores a bit more ammo than before
- Shopkeepers sell many more types of items than before
- Bushes shake a bit when there is a hidden Cannibal
- Chance to Threaten is now affected by the both the player and the other person’s currently held weapon, in addition to team size
- Player does not attempt to auto-aim when using Rocket Launcher - The slow movement of the rocket combined with the player’s potential desire to cause an explosion at a certain point made this a more ideal choice
- Vocally Challenged players can now speak to questgivers
- Ghost Gibber ray is not classified as a “bullet” when calculating bullet resistances
- If a Shopkeeper, Bartender etc. is Zombified and one of the players is a Zombie, their marker will remain on the map since the player can now purchase items from them
- If the player uses Zombie Phlegm on an NPC and Zombifies them but the player’s party is full, that NPC will still be Aligned
- Ham Sandwich is now available in character creation and from the Item Teleporter
- Fix for fire from Fire Spewers appearing to travel a bit too far through walls on multiplayer client
- Potential fix for giblets sometimes flashing white as soon as they are spit out of pipes
- Fix for items on multiplayer client flashing right before they are picked up
- Fixed some of the wall top textures for wood walls to look better
- All of the lights in a level turn red when a player transforms into a Werewolf instead of just the ambient
- Fix for Friend Phone only spawning 1 NPC from multiplayer client
- Fix for issues stemming from multiple people falling into a Trap Door at once
- Fix for major Train position discrepancies between client and host players
- Fix for lights on NPCs blinking off when they are just out of view Fix for bullet lighting for certain types of bullets sometimes appearing darker than it was meant to
- Potential fix for Werewolf health appearing too high after transforming back to human form
- Removed Chest from easy-to-reach location in one of the Broadcasting Station buildings
- Fix for red “thrown item” target moving with the mouse when the game is paused
Alpha 56c (July 28)
- Backstab no longer removes 2 seconds from Camouflage
- Fix for backstab’s noise being louder than intended
- If the player backstab-kills someone or kills them in their sleep, the next hit will not gib that person as it did previously
- Fix for Big Quest requirements changing for some characters such as Slavemaster if the last “target” NPC is teleported
- Another fix for objects flashing when being spit out of tubes
- Corrected wreckage sprites for quest switches that count down
[ 2018-07-26 19:31:43 CET ] [ Original post ]
As Streets of Rogue inches closer to its planned “late 2018” 1.0 release, this update finds me attempting to jam in a whole bunch of mostly minor new features that have been on my to-do list forever, while also squashing a crapload of bugs. Seriously, read over these patch notes, there’s some pretty cool new stuff buried in here! This week’s Fortnight Discussion: Your thoughts on a possible “supporter’s edition” of the game, which would be a set of non-essential “DVD Extras” style content for fans.
Alpha 55
Playfield Objects
- ATM can be used to store a single item between runs (at a cost)
- ATM can be hacked to spit out money
- ATM usually has at least 1 Cop guarding it
- Investment money can be withdrawn at ATM
- Barbecue can now be used to grill Fud and make Hot Fud. Barbecue must be lit first by either a Cigarette Lighter or Flamethrower.
- Characters with Diminutive can flush themselves down Toilets, which teleports them randomly to another toilet
- Characters can “purge” their current status effects at a Toilet - especially useful if Investment
- Banker needs to take some lousy drugs to avoid Withdrawal
- Sign added to Office Building to explain how investments work
- Player can toss more money down a Well to receive Feelin’ Lucky
- If player destroys a Well, they receive Feelin’ Unlucky
- Only 1 Well may spawn per level
- Satellite can now broadcast Happy Waves, which causes nearby NPCs to become Friendly, provided your character has Tech Expert
- Gravestone sometimes spawns money
- Fountains removed from the game until I can find a use for them
- Turning off security system from Computer will turn off Flame Grates
- Quest Switches will attract the player’s auto-aim when they have not yet been pressed
- Player can talk to Clerk to invest money into “The Company” at the Office Building
- Investment money can be withdrawn at Bank Clerk or Office Building Clerk
- Player can give blood (health) in exchange for money to Clerks in the Hospital
- Clerks at Movie Theater sell hideously overpriced food
- Clerks at Hotel will sell anyone a room key
- Office Drone can be offered food, drinks and cigarettes as “motivation”, which affects the stock price of The Company in a positive way
- If Office Drones are killed, the stock price is affected negatively
- Ghosts have somewhat more Strength than previously
- Necronomicon added to game - Spawns Zombie followers when near a Graveyard
- Hot Fud added, a more nourishing variant of Fud created on the Barbecue
- Projectile weapons that don’t do damage such as Tranquilizer Gun will not auto-aim at objects like Explosive Barrels
- Projectile weapons will not auto-aim at Ghosts, Holograms, or Invisible NPCs
- Four-Leaf Clover affects a lot of things that it didn’t before, basically everything that the new Feelin’ Lucky and Feelin’ Unlucky traits affect
- Hotel Clerks now start with Key
- Shovel no longer appears in game, at least for the time being
- Water Pistol can no longer be stolen by Thief from the player’s inventory
- Water Pistol can be used when the No Guns mutator is active, in part because not having it makes it much harder to carry out the Scientist’s Big Quest
- Fix (again) for workers in gas-spewing buildings not initially starting with Gas Masks on
- Shrinker bullets and Freeze Ray bullets no longer look exactly the same
- Adjusted brightness in Uptown levels for an easier-to-read look
- Fix for bullets not always having correct lighting
- Fix for lights not always appearing properly on lamps
- Slime Puddles are a bit brighter
- Fix for player being able to shift+click on and drop un-droppable items within certain interfaces
- Attempted fix for NPC Info displays appearing when they should not
- Fix for incorrect floor number sometimes appearing when loading a saved game while using the Quick Game mutator
- Fix for interface not pausing after players 2-4 in local coop complete an optional mission
- Feelin’ Lucky - Affects your luck in all sorts of endeavors, but you get less lucky as time runs down
- Feelin’ Unlucky - The opposite of Feelin’ Lucky
- Status text indicates that the Drug Dealer has taken a Syringe
- Fix for Shapeshifter becoming a normal-sized creepy naked person after being Zombified, rather than remaining Diminutive
- Fix for Slaves who had been freed sometimes exploding after being Depossessed by Shapeshifter
- Nimble Fingers and Poor Hand-Eye Coordination will mostly cancel each other out
- On Rescue missions, NPC may ask to be escorted to the Exit instead of the Entrance
- Created “flip switches” variant where flipping the first switch activates a timer that causes the quest to fail if the player doesn’t finish quickly enough
- Exploding Barrels may appear in buildings as objects to destroy for missions
- Optional missions always appear on floor “x-2” of each district
- Fix for optional missions not being offered on a number of levels where they were supposed to be
- Fix for optional missions not being offered in local 3- and 4-player modes
- Fix for incorrect player sometimes getting credit on optional Retrieve missions in local and online coop modes
- Optional missions may now be offered by Clerks and Bartenders, in addition to Drug Dealers and Shopkeepers
- Fix for issues in Assassin, Vampire, and Gangster Big Quests where Zombified targets would not count as having been Neutralized
- Fix for various traits like No In-Fighting affecting the player’s ability to complete certain Big Quests
- Fix for Gorilla quest map markers not disappearing after a Gorilla had been rescued
- Fix for Random Level Districts giving player incorrect districts when they had also chosen mutators to remove certain districts
- Changed the name of “Remove Levels” mutators to “Remove District”
- Fix for too many Clerks sometimes appearing in one of the Broadcasting Station layouts, and also added armed guards to this layout
- Fix for one of the bathrooms in the Uptown gated houses being considered “outdoors” by the game
- Fix for the bathroom of one of the City Parks being counted as an considered “outdoors”
- Fix for Conveyor Belt not appearing in Mall on Uptown levels
- Fix for Saw Blade track not drawing properly in one of the buildings
- Fixed instance in one of the buildings where Fire Spewer was placed in such a way that the AI would almost always suck at avoiding it
- Fix for instance where a Tube would attempt to spit objects onto a Conveyor Belt, but would be blocked by a Switch
- Slightly fewer Vampires and Firefighters are placed into levels than before
- Fix for instances where certain walls would appear different on the client than on the host
- Some changes to the placement of Office Drones in the world to account for the new Investments system
- Zombie NPCs can no longer pick up weapons
- When lunging, Gorilla lunges at the angle at which he began charging up, rather than lunging directly toward his opponent
- Cops are more protective of ATMs
- If Thief NPC is having too much difficulty stealing from someone, he will give up
- Fix for Slum Dweller having difficulty picking up money in certain spots like water
- Fix for imprisoned Slum Dweller attempting to grab money that is outside the prison
- Fix for Slum Dwellers, Vampires, Cannibals, and Thieves not returning to their previous goal properly after performing actions added in the last update
- Fix for Vampire and Cannibal being able to Bite/Cannibalize from far away
- Fix for NPCs like Gorilla and Jock attempting to use special attacks after being Zombified
- Fix for NPCs sometimes having difficulty pathing to an elevator when the player asks or threatens them
- Fix for Jock paying out fight to player when they had no money and no inventory space for a new money item, and other similar circumstances where the player receives money
- Fix for NPCs in Movie Theaters sometimes walking around the theater instead of sitting
- NPCs in gangs are better at avoiding Trains and Mine Carts. Previously, the one of them would stop for the Train, and then the others would bump into him and accidentally knock him into the train’s path
- Drug Dealer can no longer receive Electro Touch when taking a Syringe during combat
- Fix for NPCs yelling at online multiplayer clients with Malodorous and other similar traits as soon as they joined the game
- Fix for Hacker and Thief being able to complete their “assist me” tasks immediately if they stopped doing them and then started again
- Hacker and Thief who are in the player’s party as a result of Friend Phone, Loneliness Killer, etc. cannot be told to do their primary tasks multiple times
- Hefty performance improvements during big fights
- Cleared up some garbage collection performance issues
- Pathfinding optimizations
- Fix for errors occurring if the player switched from keyboard to gamepad or back and then began an online multiplayer game
- Work on final level
Alpha 55b
- Fix for bullet weirdness in online multiplayer games
Alpha 55c (July 13)
- Fix for level transition crash on multiplayer client
- Fix for Butler Bot errors on multiplayer client
- Fix for client side bullets sometimes appearing with just a light and no texture
- Fix for infinite money exploit with new Investment system, and general reworking of how the system functions
- Fix for certain Office Building sometimes being completely empty
- Fix for ATM Machine button for “Spit Out Money” having incorrect text
- Fix for Wrestler being assigned to challenge Shapeshifter to a fight
- Fix for issues moving from level to level when using saved game from Alpha 54
- Fix for Gorilla who was lunging sometimes continuing to shake after being Zombified
- Fix for Hospital Clerk only taking 10 health instead of 20 when you give blood
- Fix for certain percentage chance buttons (“Threaten - xx%”, etc.) potentially being above 100 or less than 0
- Fix for one of the Bank vaults having a weird floor texture
- Fix for player losing the game if they died with Resurrection and their body then fell down a hole
- Fix for Water Pistol being able to be stored in ATM for free
- Fix for item stack doing weird things when giving motivation items to Office Drone
- Fix for mouse cursor picking up invisible icons on the Missions screen
- Fix for Shapeshifter occasionally making an appearance during the tutorial
- Water Pistol is worth a lot more money
- Shrunk players can fit in Toilet, much like Diminutive
- Player receives 2 Necronomicons as a reward instead of 1
- Necronomicon is worth a bit less money, costs less to unlock, costs less in character creation and loadouts
- Fix for some buttons appearing out of alphabetical order in the Mutators list
- Fix for game not ending properly and potentially causing an “un-endable” game if the player tries to end the game while on their back, teleporting, falling into a hole, etc. Actually, you just get a message telling you to wait a second and do it again due to programmer incompetence
- Fix for password entry background not always covering the entire screen
- Player can invest money when talking to Bank Clerk, in addition to the Office Building clerk
- ATM Machine can no longer store items in Sandbox mode
- Syringes can no longer be stored in ATM machines
- Zombie and Werewolf Drug Dealers can no longer take drugs
- Ooze does less damage during Low Health for All mutator
- Cops no longer spawn near Vending Machines in the park
Alpha 55d (July 14)
- Fix for game not starting properly if the player’s saved game had somehow become corrupt
- Fix for Fund Research option being available to Investment Banker, despite his Big Quest being changed so this is no longer necessary
- Using the Barbecue no longer causes Cops to become hostile
- Fix for person being arrested sometimes shaking if they were electrocuted first
- Fix for AI running from Gas danger and other similar dangers due to them being positioned incorrectly
- Fix for potential circumstances where the player could gain XP for Pickpocketing another player
- Thief cannot pickpocket invisible people
- Fix for Jock’s Charge sound effect sometimes continuing after their death
- Shapeshifter can no longer pop out of War Zone fighters
- Fix for person enslaved for Slavemaster Big Quest exploding after having exited through an elevator
- Fix for cases where light from explosion would stick around too long
Alpha 55e (July 15)
- Fix for not being able to hit people of opposing factions sometimes, like Werewolves and Gangsters
- Fix for stock purchase prices being affected by the Clerk’s opinion of you
- Stock investments no longer count toward “total money spent” in the game’s stats
- Fix for Barbecue not working properly
- Proper “picking up” text appears above the player when creating Hot Fud
- Shapeshifter possessing someone can no longer give blood at Hospital
- Cops no longer get angry if you attack a Vampire who is running to suck your blood
- Fix for Jock Big Quest sometimes stating the wrong total number of objects that needed to be destroyed on the Missions Screen
- Added “Countdown Started!” message when hitting first button in button missions that have a countdown
- Fix for NPCs sometimes incorrectly being marked as having witnessed the Assassin’s assault on their target during Big Quest when the player was using Tranquilizer Gun, or when the NPC was in a Manhole
[ 2018-07-12 19:59:08 CET ] [ Original post ]
First off - To anyone who missed my dev stream last Sunday, you can view a replay of it on youtube. It was a lot of fun, and I'd like to do more of these when I get the chance. Maybe not for 6 hours straight, that might've been a bit excessive. But it was a really useful experience, and I found a whole bunch of new bugs in the process, many of which I've fixed for Alpha 54. Also new to this build: New NPC behaviors, which I've gone over in the Artificial Intelligence section below. There was a Fortnight Discussion about this topic last July, and I FINALLY got around to implementing some of the behaviors that people suggested. There were a lot of great suggestions, and still plenty I'd like to add when I get another block of time for this. This week's Fortnight Discussion: How did you first learn about Streets of Rogue?
Alpha 54
Artificial Intelligence
- Unarmed NPCs are capable of picking up weapons dropped on the ground during combat
- Thief NPCs are capable of randomly pickpocketing the player and other NPCs
- Thief NPCs can be hired to lockpick doors
- Thief NPCs can be hired to break into windows
- Hacker NPCs can be hired to hack objects
- Slum Dwellers will sometimes run to pick up money that they see on the ground
- Vampire NPCs are capable of biting other people
- Cannibal NPCs are capable of Cannibalizing dead people
- Gorilla NPCs can use the Lunge ability during combat
- Jock NPCs can use the Charge ability during combat
- Drug Dealers may take drugs during combat
- Shapeshifters may pop out of an NPC that you kill
- Fix for NPCs saying lines of dialog if they are simultaneously rescued from prison and blown up at the same time
- Fix for certain cases where NPCs’ crimes were ignored
- Fix for general weirdness if more than one NPC transforms into a Werewolf at the same time
- Potential fix for NPCs sometimes appearing to walk backwards or sideways
- Fix for white weapon outline sometimes flashing across the screen
- Fix for held weapon not flashing white when a person is hit
- Name of current disaster can be found at the bottom of the Missions screen
- When prompted to leave the level, text appears in different colors (green or orange) indicating whether you’ve completed your Big Quests or not, as an extra reminder for players
- Fix for scroll bar on Stats interface being in the incorrect position if the player scrolled down and restarted the game with a different character
- Fix for items on Missions screen appearing too dark
- Fix for inventory “flashes” from client players sometimes appearing on server player
- Fix for Big Quest markers not disappearing when Thief steals from chests
- Fix for soft lock in local coop mode if players have for some insidious reason created a custom character that already has all of the available traits, and then gain a trait at the end of the level
- Elevator will not prompt the player if they want to exit unless all main missions on the floor have been cleared
- “ATM Machine” changed to just “ATM” because I’m tired of getting bug reports about this
- Well has properly sized Mouseover box
- Fix for cursor text appearing when the player mouses over mines
- Fix for player being able to use Pickpocket to steal Slave Helmet off slaves’ heads
- Potential fix for player losing control sometimes after Quick-Escape Teleporter is used
- Water Pistol can no longer have Infinite Ammo when this mutator is on, since the interface requires the gun to be empty in order to change ammo types
- Fix for NPCs retaining status effects that they are not supposed to between levels
- Fix for data not being carried over to next game properly all the time when using the leftmost elevator in Home Base
- Fix for instances where certain characters like Wrestler could automatically fail Big Quest at the start of the level if no options for quest targets were available to them
- Potential fix for saved games not always being invalidated properly in Continue mode when the player returns to Home Base
- Fix for Cops sometimes sleeping in prison cells
- Thief appears more often in levels
- Vampire appears wandering around sometimes in Park and Downtown
- Fixed some multiplayer connection and load errors
- Added better error handling for when a user’s system fails to save the game due to permissions issues
- Created new Demo version of the game for itch.io and GameJolt
Alpha 54b (June 29)
- Fix for Thief NPC attempting to mug people by reaching in the wrong direction
- Fix for Thief NPC sometimes failing to lockpick or break into windows facing certain angles
- Fix for Thief NPC not wanting to break into certain windows
- Fix for Thief NPC being capable of lockpicking things that are not doors
- Fix for Thief NPC lockpick targeting not working with gamepad
- Fix for Hacker NPC leaving the player’s party after completing task while enslaved
- Fix for weirdness when Shapeshifter falls down holes while inhabiting someone’s body
- Fix for NPC gorillas sometimes appearing to shake after death
- Fix for NPCs attempting to pick up guns with no ammo
- Fix for Ghosts being able to pick up weapons
- Fix for NPC Vampire attempting to bite Cop Bots, Ghosts, etc.
- Fix for not always being able to assign Toolbar items properly with gamepad after the first level
- Another fix for being able to steal the Slave Helmet off Slaves’ heads
- When the hacker is hired, Tech Expert choices for the object being hacked are available to the player
- Fix for Bouncer picking up Baseball Bat during tutorial
- Fix for NPCs attempting to pick up live Bear Traps
- Fix for certain objects not being internally “recycled” properly
- Fix for orange Big Quest arrows not appearing on a map when the target was part of an optional quest
- Fix for NPC images not appearing on Missions screen
- When NPC Shapeshifter pops out of people’s bodies, they will always flee instead of attacking, and will be initially hostile toward the player
[ 2018-06-28 20:36:15 CET ] [ Original post ]
Hey all, I’ll be doing a live stream of Streets of Rogue starting at 10:30 AM PST today June 24th! This is the very first live stream I’ve ever done, so expect complete and total competence in every sense!
The stream will probably last around 3-4 hours, unless I decide to marathon it. In which case, it’ll be done when I pass out and/or die.
- Watch me play the game and discover all sorts of bugs in REAL TIME!
- Join the chat and YELL questions and suggestions at me!
- EXPERIENCE exclusive behind the scenes developer commentary!
Where can I watch it???
You will be there or kindly be square!
[ 2018-06-23 20:59:46 CET ] [ Original post ]
The long and arduous march toward 1.0 continues! Big Quest coding for all 23 of the current characters has now been implemented. Still no rewards for completing the quests - That’s going to be tied into the final level and ending, and it’ll be awhile longer before I’m ready to release all that. This week's Fortnight (not Fortnite) Discussion: Game Balance - What are your biggest issues? -------------------- Also, an important note to Mac and Linux users: The directory in which save data is stored has been changed again, back to the directory I was using prior to Alpha 50. From Alpha 50 through Alpha 52, the data was stored in the following directories: Mac: User(username)Streets of Rogue Linux: /home/(username)/Streets of Rogue As of Alpha 53, it will one again be stored in: Mac: User(username)LibraryApplicationSupportunity.streetsofrogue.streetsofrogue Linux: /home/(username)/.config/unity3d/Streets of Rogue/Streets of Rogue Note that this may be a hidden folder, so you'd need to type in the address yourself. The game SHOULD copy your save data from the old directory to the new directory the first time you run Alpha 53. If it can’t do this for some reason and the game doesn’t load your data, you’ll need to do it manually. See this thread for more details.
Alpha 53
Big Quests
- Vampire - Hunt down and neutralize a Werewolf in each level. You can detect a Werewolf’s presence with the Vampire’s new ability Werewolf A-Were-ness
- Assassin - Neutralize a heavily guarded target in each level without anyone seeing. If anyone spots you, you’ll have to kill them too.
- Scientist - Infect a specific type of person with a specific status effect in each level, and use the Research Gun on them. Look out for a Crate in each level containing the status effect-causing drug that you’ll need to do your job.
- Shopkeeper - Track down a specific type of “hot item” in each level, and sell it through your Portable Sell-O-Matic to get a nice bonus
- Investment Banker - Big Quest has been totally changed. Only reach Withdrawal status a certain number of times per floor, district, and game
- Slum Dweller - Put down a certain amount of money every level toward a house in Uptown
- Gangster (Blahd) - I was planning to make this different from the Gangster (Crepe) quest, but I had a severe mental block, so for the time being I made it the same -- Essentially, kill all the Crepes.
- Wrestler can no longer be asked to challenge a Zombie to a fight
- Fixes made to Chinese translations (thanks to OHINE)
- Fix for hair appearing to stick out from Gas Mask
- Fix for Arrested animation not always playing properly on multiplayer client
- Fix for Loadout list in Home Base often appearing the same or very similar to previous times it had been loaded
- Fix for white square animations sometimes appearing in the wrong spot when the player switches weapons
- Fix for “you reached the end of the game” message not closing properly when player 2 opts to continue
- Mood Ring and other items that have no need for a counter, do not display with a counter on the interface
- Fix for Character Creation character names, where a number of characters and symbols (in particular Chinese characters) were not available. I’ve set it so that typing symbols and punctuation marks will not work, but everything else is fair game.
- Fix for item text not appearing when a player pickpockets another player in local multiplayer mode
- Fix for minimap opening animation not playing properly in local coop mode
- Fix for minimap not always opening when holding “show object info” button in 3-player mode
- Another potential fix for player falling infinitely into holes
- Fix for issues revolving around Shapeshifter falling into holes
- Scientist starts the game with a new item, the Research Gun, used in their Big Quest
- Scientist starts the game with Water Pistol
- Water Pistol has only 5 shots instead of 8
- Vampire has new trait “Werewolf A-Were-ness”, used in their Big Quest to help track Werewolves
- Thief can now steal people’s hats off their heads
- Bartender can no longer serve drinks to Cop Bots and Ghosts
- Fix for Fences and Barbed Wire sometimes appearing to face the wrong direction
- Gangs are better at sticking together
- On Mac and Linux, save data is stored in the folders that it was stored in prior to Alpha 50.
- Created new Show Floor version of the game
- Bunch of work on the game’s final level and ending
- Bunch of boring behind-the-scenes stuff
Alpha 53b
- Fix for Assassin Big Quest targets and Scientist Big Quest Crate spawning in places where they weren’t supposed to
- Fix for Assassin Big Quest targets and Scientist Big Quest Crate spawning in Home Base
- Crates for Scientist Big Quest now get an orange arrow on the map screen after they are discovered
- Fix for Slum Dweller missions screen stating that the player had failed the quest upon reaching Uptown
- When the Assassin assassinates their target, the gang that was protecting them will split up
- Fixed a spelling error in Werewolf A-Were-ness description
- Fix for incorrect text appearing on Missions screen for Shopkeeper after they completed their Big Quest for a level
- Another potential fix for issue with Generators not always being destroyed properly
Alpha 53c
- Fix for issue introduced in 53b where tutorial was not completeable
Alpha 53d (June 16)
- Added prompt to Elevator when the player tries to exit the level, that also reminds the player if they have not completed the Big Quest for that level
- Loadout selection will no longer include items that the player has chosen to remove from the item pool
- Fix for “Can’t Do” sound effect repeating rapidly if the player was using Hypnotizer, Hacking Tool etc. while a rapid fire weapon was selected
- Fix for Wrestler not being able to challenge people to fights when they are holding guns
- Fix for Mobsters “rubber-banding” back to their group when attempting to mug the player
- Fix for NPCs attempting to return to their gang after joining the player’s party
- Fix for Trash Can Big Quest marker disappearing if the player took all items from the chest before destroying it
- Fix for part of Crusher sometimes remaining after it has been destroyed
- Fix for graphical/hair issues with the Gas Mask
- Fix for NPCs’ weapons appearing beneath their hair while dancing
- Fix for lights sometimes appearing on invisible NPCs
- Fix for minimap appearing when it’s not supposed to in local coop mode when the player closes Missions screen
- Fix for some interface weirdness when clicking and dragging items while also purchasing items
- Fix for instances where an NPC would start the game sleeping in a bed in a house that isn't theirs
- Fix for instances where NPCs weren't sleeping or sitting when they were supposed to be
- Auto-Aim is more likely to focus on certain environmental objects that would be useful if shot during a battle, like Exploding Barrels
- Inventory slot backgrounds are a bit darker
- Food Processor renamed Fud Processor, since it only produces Fud
- Error handling for instance where game can get stuck at 87%
- 900th attempt at fixing “Generator not being destroyed correctly” bug that people are apparently still getting but I’ve never seen. If you get this bug, PLEASE send me an output log immediately.
Alpha 53e (June 17)
- Potential fix for lights appearing in places they’re not supposed to
- Fix for NPC movement appearing jerky while the game is in slow motion
- Fix for vendor prices disappearing if the player used the Portable Sell-O-Matic while speaking to a vendor
- Fix for numbers appearing at the top of chest interface slots if the player used the Portable Sell-O-Matic while interacting with it
- Fix for Slum Dwellers getting annoyed at the player if the player enters their house after hiring them
- Cannot use Cannibalize ability on people who are dead but also have Resurrect
Alpha 53f (June 18)
- Yet another stab at fixing the "generator not being destroyed properly" issue
Alpha 53g (June 21)
- Fix for hacking, hypnotizing etc. not always working for players 2-4 in local coop mode
- Fix for cursor text not always appearing for players 2-4 in local coop mode
Alpha 53h (June 24)
- Fix for around half of the mission varieties not appearing in the game
- Fix for various errors involving fire in the Industrial area
[ 2018-06-14 18:33:42 CET ] [ Original post ]
Just a light update this week, which might be a trend for the coming updates. I’ve been putting most of my effort into a few key areas: The final level (which won’t be ready for awhile), the ending (which also won’t be ready for awhile), backend technical stuff and optimization (which you probably won’t notice), and prep work for the console versions (which are going to be handled in large part externally, but I’ll still have a hand in them). I’m really hoping to solidify the game’s 1.0 feature-set in the next couple of months, and also attempt to solidify things on the technical side. I don’t want to be making drastic changes to systems as the game gets closer to release, because big changes mean BIG BUGS! (Also just to reiterate what I’ve said in the past, 1.0 doesn’t mean I’m done with the game. It just means the game, it just means the game is playable from beginning to end, mostly free of major bugs, isn’t lacking content in any particular aspect of the game, and is balanced enough that I’m mostly satisfied with the experience) This week's Fortnight Discussion: Achievements - What do you want to see?
Alpha 52
Localization
- More and improved Chinese translations added
- Fix for Wrestler’s opponent not informing the player that the fight will begin when they say so, rather than immediately -- I had forgotten to add the dialogue in. This probably caused a bunch of confusion, as the quest will not be completed until the fight officially begins
- Wrestler can no longer challenge people to fights after winning a fair fight on that level
- Some naming restrictions in Character Creation have been removed. You can now use capital and lower-case letters, numbers, and spaces in any combination up to 32 characters.
- Potential fix for Character Selection and Character Creation menus closing for some players if the player minimized the game and returned
- Fix for Protip text sometimes getting cut off when using Chinese text
- Fix for being able to mouse over objects on the minimap that don’t actually appear on the minimap
- Fix for health bars that appear from holding space bar or the A button on gamepad, appearing over NPCs’ heads in split screen mode in another player’s window, most of the time
- Less frame rate hiccup when opening stats screen at the end of levels
- Fix for online multiplayer client sometimes not seeing NPCs as Hostile or Annoyed at the start of levels when they actually are
- Devlog button will not appear if update returns an error
- Fix for green object highlight sometimes remaining on objects past the point where it should have disappeared
- If Wrestler is holding an object as multiplayer client and logs out of the game, the object will break instead of disappearing
- Metallic sound no longer occurs when hitting Boulders and other organic/indestructible objects
- Fix for Find Bombs missions being un-finishable if Wrestler picked up the bomb’s containing object and threw it into a pit
- Fix for Loadout items being the same every time the player returns to the Home Base
- Fix for falling bombs not having a light to indicate their location
- War Zone participants no longer drop items
- Fix for levels sometimes getting generated incorrectly if the player was using Twitch mode in online multiplayer
- Fix for level generation sometimes getting stuck at 37% for host in online multiplayer
- Fix for NPCs in the player’s party not coming to the next level
- Fix for Rioters not becoming Hostile toward online multiplayer clients
- Fix for Clerk not saying dialogue under certain circumstances
- Bunch of little optimizations
- If a player misses their chance to choose a trait at the end of a level due to a timeout, they will have the opportunity to select a trait at the end of the next level
- Fix for game screwing up on client side if the game ends before clients have connected but not had a chance to enter a level
- Bunch of work on console versions
- Bunch of boring behind-the-scenes stuff
- Updated Rewired plugin to version 1.1.14.3.U2017
- Updated Vectrosity plugin to version 5.6
Alpha 52b
- Fix for players getting "Connection Failed" when attempting to join any online multiplayer game
Alpha 52c (June 2)
- Water Pistol FINALLY works properly for clients in online multiplayer mode
- Rage Poison works properly when consumed by clients in online multiplayer mode
- Rage Poison and Water Pistol now appear as rewards in online multiplayer games
- Multiplayer client walks around in a daze properly when Dizzy
- Fix for small animation weirdness when people stop aiming their guns
- Fix for Skill Bar’s yellow animated text remaining on-screen after transitioning to a new level
- In Missions Screen slots, space for a second mission reward has been removed, since there are no quests that actually offer this, and no plans for it
- Wrestler is no longer asked to challenge NPCs who get annoyed when the player enters their property, or rioters
- Game is smarter about choosing which health item to quick-use, particularly with the Low Health For All mutator active
- Fix for multiplayer client causing “E_” weapon to drop when using Butterfinger-er
- Potential fix for Jock sometimes not being able to move after crashing into a wall and falling down
- Fix for player being able to regain control of their character at times they weren’t supposed to (such as when charging as a Jock) when returning from main menu
- Fix for instances where the player was able to control their character while on the main menu
- Fix for status effect text appearing multiple times when multiplayer client jumps into a Lake that causes status effects
- Fix for other random weirdness that may or may not have been occurring
Alpha 52d (June 4)
- Fix for Wrestler not having any options available for Big Quest
- Potential fix for instances where elevator in Home Base could not be interacted with due to issues loading certain custom characters
- Fix for instances of player being able to regain control of characters at times when they were not supposed to be able to
- Fix for certain cases where game could load past 100% and freeze
- Fix for character selection background often not appearing transparent after death
- Fix for cursor text not always disappearing when entering level transition
- Health bar shouldn’t be able to go out of bounds anymore
- Fix for recently depossessed NPC appearing to face the wrong direction for a split second
- Potential fix for objects not always being destroyed properly
- Fix for NPCs hiding in bushes having visible light on them
- Fix for NPC Info from space bar sometimes appearing too large
- Potential fix for NPCs appearing in a weird position when the player sees them for the first time
[ 2018-05-31 19:45:09 CET ] [ Original post ]
I’ve added a bunch of new Big Quests this week -- 9 to be exact. Still no awards for actually completing them, that’s coming later! I also made some important performance improvements. Next update (or possibly updates?) will be on the light side, as I’ll be spending most of my time working on the game’s post-Uptown “final encounter”. It might be awhile before that's actually ready for people to play, but hopefully it'll be worth it! This week's Fortnight Discussion: Most ridiculous thing that's happened to you in the game?
Alpha 51
Big Quests
- Bartender - Serve drinks to 3 different people
- Gorilla - Rescue all gorillas. Likelihood of finding captive Gorillas in levels is increased when playing as Gorilla
- Thief - Rob all Chests and Safes
- Wrestler - Ask a certain person to fight, and win without cheating or using projectile and throwable weapons
- Jock - Destroy every object of a certain type
- Comedian - Tell jokes to a percentage of people
- Slavemaster - Enslave someone of a certain class and bring them to the entrance
- Soldier - Destroy all Generators
- Cannibal - Eat a person of a particular class
- Fix for Investment Banker’s quest not being completeable
- Fix for Big Quest status not loading correctly for clients who quit and rejoin the game
- Fix for Big Quest status for multiplayer clients sometimes saying “Failed” when it was meant to say “Wait for Next Game”
- Fix for Big Quest district status for multiplayer clients sometimes saying “Wait for Next Area” at incorrect times
- “Wait for Next Area” now reads “Wait for Next District”
- Big Quest required totals for Doctor and Cop take Quick Game into account
- Fix for Gangsters not being counted properly in online multiplayer mode if only the client is playing as a gangster
- Fix for orange arrows appearing for players in online games who were not doing that particular Big Quest
- Only need to Zombify 30% of a level instead of 40% for Zombie Big Quest
- Missions screen displays number of people that must be Zombified instead of a percentage
- People who are Zombified and then die count toward your total
- Big Quest map markers no longer appear on the minimap, only on the missions screen
- Big Quest map markers only appear on the map once discovered
- Big quest map markers appear smaller than before
- Fixed an issue that was causing music clips to eat up an ungodly amount of RAM
- Performance improvements to lighting engine
- Improved frame rate during load times, meaning that the game won’t try to load as much stuff all at once within a single frame. This could potentially help with issues where some players may crash between levels
- The game boots up more quickly
- AI work is distributed more evenly amongst frames to avoid CPU spikes
- Fixed monstrously inefficient “show NPC names” code from when you hold space bar
- Other various performance improvements
- Fix for Character Select not appearing properly under certain circumstances when using a custom character
- Fix for rare cases of the Quick Escape Teleporter freezing the game if it couldn’t find an appropriate position for the player to teleport
- Fix for screen remaining black at the start of the new game following the failure of a “Find Bombs” mission
- Butler Bots spawn a bit earlier during War Zone
- NPCs who are normally spawned outdoors are no longer spawned during War Zone
- Ooze expands faster than before
- Fix for mutators not loading properly when loading saved games
- Potential fix for freeze at 87%
- Fix for odd pathfinding in one of the Arcade buildings
- Cops will not attack the player if the player attacks enemies who pop out of manholes
- Chinese translations for some of the newer text have been added
- Fix for “Remove Disaster” unlocks not appearing properly in multiplayer chat
- Descriptions for Longer Status Effects and Shorter Status Effects are more specific
- Fix for clients who quit and rejoin the game losing their level and skill points, and a couple of other stats
- Unity Analytics disabled
Alpha 51b (May 18)
- Fix for levels sometimes hanging at 50% loaded
- Fix for AI sometimes updating at the wrong speed
- Fix for Item Teleporter menu causing the game to go into slow motion in multiplayer mode
- Fix for Cannibal’s Big Quest sometimes assigning the player to eat Gorillas, which is not possible because they are not humans, and that would not be very Cannibal-like
- Fix for NPCs who start in gas-filled buildings not always having Gas Mask
- A few small performance fixes
Alpha 51c (May 19)
- Fix for multiplayer lobby sometimes displaying Mutator names incorrectly
- Fix for Shopkeeper being able to buy the same item from NPCs multiple times when playing as multiplayer client
- Fix for NPCs taking up a slot in the player’s party after exiting the level through the level entrance
- Slavemaster can no longer receive Big Quest to enslave a Slave
- If the Slavemaster escorts an NPC to the level entrance to complete their Big Quest, the NPC will drop their important items (such as keys) before exiting the level
- Fix for Slave helmet exploding after the player brings a Slave to the entrance, has them ostensibly exit the level, and moves far enough away
- Fix for Movie Screen sometimes having the wrong sprites
- Fix for Cop’s Big Quest not being completeable
- Fix for Comedian Big Quest sometimes only requiring you to entertain 1 person
- Fix for Zombie Big Quest sometimes only requiring you to zombify 1 person
- Wrestler can no longer receive Big Quest to fight a Cop during Lockdown, since Cops are always initially hostile in this case
- If you rescue a Gorilla from a prison and you already have a full party, they will not join your party
- Fix for Flame Grates at the end of factory conveyor belts not always having fire
- Fix for Fire only doing 1 damage
- Larger Chair has been renamed to “Armchair” and larger Table has been renamed “Big Table” to avoid confusion with smaller varieties in Jock’s Big Quest
- When completing a level, skill points awarded for Big Quests are displayed before other types of points at the top-left of the screen
- Added some pitch shifting for one of the melee hit sounds (not sure why it was missing…)
- Small performance fixes
[ 2018-05-17 21:11:02 CET ] [ Original post ]
Hello budding rogues,
Developer here -- Streets of Rogue is on sale this weekend, and I thought this would be a good opportunity to have a little free-for-all "ask me anything". Want to know something about how a game mechanic works? What I have planned for the future? Why I posted a gif of someone exploding after being arrested? Alright, in that case, it was a bug, and I thought it was pretty amusing.
I'll be checking in periodically from now til Sunday to answer your questions, so ask away!
(Also, remember that the game has an FAQ as well, so you might want to check there before you post a question like "why don't you make an open-world version of the game" ;)
[ 2018-05-10 17:25:57 CET ] [ Original post ]
In this build, a number of changes have been made to the save system. Notably, you can now have multiple save slots (accessible through the gameplay settings menu), and saved games are finally functional in online multiplayer mode. Also: The location on your hard disk under which save data is stored will be changing. The first time you start Alpha 50, the game will attempt to copy your files to this new location automatically, so most players won’t notice a difference. In the unlikely event that the game is unable to copy the files due to permissions issues or something, the game will appear as if you are starting for the first time, and play the intro and tutorial. If this happens, DO NOT PANIC, your save data is safe. You’ll just need to copy the files to their new locations manually. See here for details This week's Fortnight Discussion: What does this game need for 1.0?
Alpha 50
Saved Games
- Save Slots added, selectable in the gameplay settings menu. You get 5 of them.
- When the host of a multiplayer game quits, choosing the Resume Game option under “Level” on the multiplayer game-start screens will properly restore the game to its saved state. Previously, Resume Game would start the host on the last level they visited with a brand new character.
- If a client leaves a multiplayer game and then comes back to that game, they will retain their stats and inventory
- All saved data is now stored in the Documents/Streets of Rogue folder
- Saved characters are now stored in the Steam Cloud
- Saved characters are no longer stored in their own individual directories, but rather all files are now under the Documents/Streets of Rogue/Characters directory
- Backup files are now stored in their own folder Documents/Streets of Rogue/BackupData
- BackupData files are no longer stored in the Steam Cloud
- Saved games for offline, multiplayer-as-host, and multiplayer-as-client are stored in separate files. This means that starting a new multiplayer game will not invalidate your last single player game save
- Fix for certain random things around the game not working properly directly after save data was deleted
- Added mutators to remove any single Disaster from the game
- “Continue?” mutator now works in online multiplayer mode
- Added yes/no prompt when user chooses to end the tutorial
- If user chooses to end the tutorial by going to the main menu, a prompt informs the player that the tutorial is accessible in the Home Base
- Changed the Save Custom Character and Clear Slot yes/no prompts to remind the player that the Load Character button exists and of what it does
- Fix for game displaying the initial controller select every time the user started the game if they deleted the TechSettings.dat file
- Fix for Resume Game button sometimes saying Resume Save during gameplay
- Fix for “Ghost” appearing in the player’s Status Effects display after everyone in coop mode dies (and also staying on the screen in the next level if “Continue?” was activated)
- Mouse cursor is now locked to the game window when the target is visible, and is unlocked when the player brings up any menu
- Fix for Armor numbers at the top of the screen sometimes remaining on the screen after the player uses a Continue
- Fix for Operating Bar sometimes appearing with shadows over it in split-screen mode
- Fix for not being able to add items to your inventory using the Item Teleporter during the first few seconds of being on that interface
- Fix for toolbar slots appearing unselectable after Enraged status wears off
- Fix for items such as Bear Trap and Land Mine not always reacting to multiplayer clients stepping on them
- Fix for quests not properly recognizing when the player takes the level warp elevator
- Random Level Themes is now known as Random Districts
- Fix for instances where NPCs’ brains would cease to function during War Zone disaster
- Fix for cases where NPCs would sometimes not open doors while in combat
- Fix for NPCs staying hidden in bushes after being knocked back from Leafblower
- Fix for NPCs taking weird routes around train/mine cart tracks while following the player
- Fix for NPCs freezing in place when their building was gassed or lit on fire when Lockdown Walls are up
- Improved load times when entering the game from Home Base, when the player dies and restarts the game, and when the player selects a character from the initial character select screen
- /kick in online games works differently. If you type in /kick, you will receive a list of players with numbers next to their names. If you type “/kick
”, you will kick that player. This fixes the issue of not being able to kick players with weird-ass characters in their name - Added the /ban command to multiplayer games, which bans a player for the duration of the game until the host quits to the main menu
- Bunch of behind-the-scenes stuff
Alpha 50b
- Fix for new Remove Disaster mutators’ text not appearing properly at the bottom-right of the screen and on the Main Menu
- Fix for Change Save Slot having incorrect text
- Fix for cases where cloned custom classes might appear with weird facial hair
- Fix for Butler Bots spawning infinitely
- Fix for cases where the game would freeze during loading if the player disabled certain disasters under a series of special circumstances
- Fix for soft lock on Twitch “Choose Disaster” menu under the circumstances from the above fix
- No longer possible to insert markup tags into multiplayer chat to “haxor” other people
- Some extra Spanish translations
Alpha 50c (May 4)
- Fix for items sometimes not being properly useable on multiplayer client
- Fix for random chunks of meat and wreckage not being removed between levels
Alpha 50d
- Fix for menu buttons sometimes not being clickable (traits selection, etc.)
- Fix for skill bar showing the incorrect number of points after the player dies and a new game is started
Alpha 50e (May 5)
- Fix for Daily Run potentially having mutators that it wasn’t supposed to
[ 2018-05-03 21:08:53 CET ] [ Original post ]
Finally, the long-gestating character-specific “Big Quests” are finally in the game!... in Beta form! For a full set of details on the current state of Big Quests, check out this week’s Fortnight Discussion, in which I humbly ask for your suggestions on this fledgling aspect of the game. For the next batch of bi-weekly updates, I’ll be splitting my time between the usual content/bug fixes/etc. and behind-the-scenes stuff like optimization, work on console versions, engine improvements, and other things that I’d frankly rather not be doing if I had the choice :D While this may result in a lower volume of obvious output in these updates, I’ll be making an effort to stick some meaningful additions into to each one.
Alpha 49
Big Quests
- Set up a whole bunch of infrastructure on which Big Quests will hang
- Added Big Quests for:
- Gangster
- Zombie
- Cop
- Doctor
- Investment Banker
- Shapeshifter
- Hacker
- Werewolf
- Fix for mission status not changing in real time if the missions screen is left up in multiplayer mode
- Fixed some code relating to Disasters in Sandbox Mode, though I’m not sure exactly what impact this was having
- Fix for NPCs that that were meant to be Neutralized for missions becoming Hostile toward each other too easily
- Cop Bots come after the player when they are being hacked
- Fix for NPCs sometimes not patrolling properly in multiplayer mode
- Altered ShapeShifter back story a bit
- Fix for Game Over screen sometimes appearing if the player teleported twice in rapid succession toward the start of a level
- Bunch of boring behind-the-scenes stuff that you won't notice or care about
Alpha 49b
- Fix for Investment Banker and Hacker’s missions screen sometimes erroneously stating that the Big Quest had been failed for the district and run.
- Fix for game hanging at the end of levels when a saved game from a previous build is loaded
- Fix for game hanging when attempting to quit when a saved game from a previous build is loaded
- Updated Unity engine from 2017.2.1f1 to 2017.2.1p4
Alpha 49c (April 21)
- Fix for Cop Bots not being Aligned with other Cop Bots
- Fix for Hacker installing malware not working properly for multiplayer client
- If Shapeshifter murders everyone on the floor, their Big Quest status for the floor will be marked as failed
- Better determination of which NPCs Shapeshifter should possess/kill on Big Quests
- Fix for Hacker not receiving extra XP at the end of levels for Big Quest completion
- NPCs no longer become Guilty for attacking War Zone Cannibals
- More Butler Bots are deployed if things get really out of hand during War Zone (there can be 4 instead of 2)
- Improvements to when the game determines it needs to deploy a Butler Bot
- Memory leak fix in War Zone when bodies were gibbed frequently instead of cleaned up by Butler Bot
- “Create A Mutator (Coming Soon)” entry no longer appears on the Mutators list (it may still get added, but mod support won’t be happening until post-1.0)
- Custom character with Zombiism can now talk to other characters. However, custom characters with Fair Game cannot, unless they are Friendly/Loyal/Aligned
Alpha 49d (April 22)
- Fix for initial menu text not loading in the correct language when the game is loaded
- Fix for Hacker losing Big Quest if the floor was generated with no computers
- For Zombie Big Quest, game is better at determining the percentage of the level that was zombified (leaves out ghosts and other NPCs that are impossible to turn)
- Fix for Shapeshifter sometimes being told to possess certain NPCs for Big Quest that could not be possessed
[ 2018-04-19 20:19:24 CET ] [ Original post ]
My main focus for this update was on whittling down my extremely lengthy list of bug reports. I’m happy to say that I made a dent in it, though there are plenty more where these came from. For the next update, I’ll FINALLY be starting work on Big Quests. That’ll be my main focus, though I might end up dividing my time between between that and some behind-the-scenes technical stuff. This week’s Fortnight Discussion is dedicated to online multiplayer. What new features would you like to see added to this mode?
Alpha 48
Graphics
- Added proper Wreckage sprites for a number of objects and walls
- Fix for incorrect Wreckage sprites sometimes appearing when destroying unique wall types like Hedges and Glass
- Fix for electrocution animation continuing when the game is paused
- Fix for some instances where people could be running while facing the wrong direction
- Fix for floor sometimes appearing green after exiting a level with the Radiation disaster
- Fixed an instance where a Panic Room was counted as outdoors, which was no good during the Radiation Blasts disaster
- Fix for Status Effects not displaying on the interface if the player stood in a Lake while the counter ran down, and received the Status Effect a second time
- Fix for question marks and other state indicators appearing above NPCs’ heads after they are Frozen
- Health bars appear over NPCs’ heads if you mouse over them and their health is less than max
- Fix for gamepad icons on Character Select not appearing for the first frame or two when the interface pops up
- Fix for Clone Machine showing the wrong money costs for Thrown items
- Fix for Missions Screen getting stuck if the player opened it on a specific frame following completion of a mission
- Potential fix for question mark appearing permanently above someone’s head
- Trait description at right of trait menu cannot be changed once an end-level trait is chosen
- Hacking is not canceled if the player is scrolled off-camera
- Item Teleporter interface now causes gameplay to slow down in single-player mode
- Added larger mouse collision boxes to some of the larger objects
- Fix for Armor display sometimes remaining on-screen when it should not after player chooses to Continue when dying
- NPC Info (from when you hold space bar) disappears when the person becomes invisible
- Fix for Twitch Reward Vote appearing after the game had ended
- Thrown items like Grenades and Shurikens are sold in more appropriate amounts in Loadout-O-Matics
- Fix for cases where Wall Fires would remain if the Wall was destroyed through some other means
- When refilling guns at the Ammo Dispenser, the cost must always be at least $1
- Lockdown Walls no longer go up during Riots
- Flamethrower no longer damages Fire Hydrant
- Bushes cannot be picked up by Wrestler
- Fix for certain instances where the player could be teleported on top of Lasers
- Flame Grates spawn slightly further from the player’s starting position
- Potential fix for instances where player could tap on windows from indoors
- If Supercop that player received from Alarm Button is killed, Alarm Button can be used again
- Potential fix for Crushers, Fire Spewers and other objects not being destroyed when the wall they are attached to is destroyed
- Fix for items like Syringes and Guns not retaining additional properties after being stolen by Thief
- Fix for “glitch item” remaining in Wrestler’s hand if he picked up an object, then died after taking Resurrection Shampoo
- Oil Container is now affected by the Infinite Ammo mutator
- Cigarette Lighter is no longer confiscated by Cop Bots
- Potential fix for players being teleported onto Bear Traps
- Created fail-safe for rare cases of items becoming stuck in walls
- Bear Trap no longer causes NPCs to become Hostile toward the player when they get near it -- rather, they must actually step in it
- NPCs are not as good at avoiding Bear Traps thrown by player
- Fix for Paralyzer Trap not making NPCs Hostile
- Identify Wand can now be used to identify Cocktails
- When a Thief steals items for someone, items will be stolen first before money
- Kill Profiter, Kill Ammunizer, etc. do not trigger when the player hits and kills someone who has already been knocked out, arrested etc.
- Oil Container no longer disappears from the player’s inventory when it runs out of fuel
- Fix for Oil Container sound effect not playing on multiplayer client
- Fix for Oil Container’s out-of-ammo status text not appearing on multiplayer client
- Fix for issue where Wrestler would sometimes equip a weapon that had been destroyed in a
- Food Processor or Sell-O-Matic after picking up an tossing an environmental object
- Cardboard Box can now be used to walk around town free of harrassment from Hostile people, provided they are not aware that you are under the box
- Ammo Stealer no longer refills Water Pistol and Oil Container
- Fix for weapon remaining in player’s hand if player Possessed someone who had a weapon equipped, and then immediately dropped that weapon
- Changed Slave Helmet Remover description to explain how the item can be used
- Fix for Workers in buildings with constantly spewing Gas Vents sometimes not starting with Gas Masks equipped
- Ammo Stealer can no longer be used on other players
- Fix for Ghost Gibber and other weapons pausing very briefly in the middle of rapid fire
- Fix for Ghost Gibber particles not appearing for other players during online games
- Fix for Leafblower not working very well in tight alleys and confined spaces
- Poison no longer interrupts Dizzy and other similar status effects
- Supercops who are Possessed by Shapeshifter now have the ability to Arrest people
- Durabilitacious no longer appears in games where the Infinite Melee Durability mutator is active
- Fix for Clumsiness Accepted not working when Doors are broken
- Ghosts that spawn do not become angry when player has Clumsiness Accepted
- Fix for Tranquilize numbers above people’s heads going below zero into the negatives if they were Invincible when the counter hit 0
- Clumsiness Accepted no longer covers Hacking, messing with Air Conditioners, etc.
- Dizzy no longer removes Withdrawal
- Fix for multiplayer client not receiving Upper-Crusty trait after purchasing
- Fix for mission-related NPCs who were meant to be neutral towards the player having an Ideological Clash
- Players who have the Camouflage special ability and Backstab will do camouflage-level backstab damage when they gain Invisible status effect
- Fix for player not losing health when they revive another player while they have Invincible
- Fix for Fires altering the direction of Jock’s Charge ability
- Fix for Conveyor Belt stopping Jock’s Charge ability
- Player can no longer use Bite on Zombies
- Fix for Explosions not always gibbing NPCs on death when they are Aligned or Loyal to the player
- Fix for Resurrection sometimes restoring the player to 0 health during Shifting Status Effects disaster
- Fix for clients not being able to start multiplayer games if their custom characters have more than 50 traits
- Bloody Mess trait does not appear in-game when Blood is turned off in Settings
- Fix for clones of Custom characters not always having the correct traits during multiplayer games
- Ghosts can no longer step on Shrunk people
- Ghosts can never get Resurrection Status Effect (not sure how it’s possible for ghosts to get ANY status effect, but people reported it happening and causing problems)
- Teleport sound effect no longer pauses when “Mission Complete” appears, because it felt weird when the sound effect continued playing after the notification disappeared
- Fix for “Angered” stat not including NPCs who were initially hostile toward the player (such as Cannibals) who spot the player during gameplay
- No longer possible to receive missions that involve rescuing Zombie
- Fix for Neutralize All missions sometimes being completed early if the player turned one of the targets into a Zombie and then killed that Zombie
- Fix for issue where “Rescue” quests given by questgivers could be completed while the victim was still in prison if the questgiver was close enough to the prison
- Optional missions are failed if the questgiver is Annoyed or Hostile toward all players in the game, rather than just a single player
- Rescue and Free Slave missions are failed if the prisoner is Hostile toward all players in the game, rather than just a single player
- Fix for not all objects appearing on multiplayer client’s map for “Destroy All” missions
- Fix for Shifting Status Effects disaster ending prematurely
- Fix for cases where Find Bombs disaster had no bombs to find
- Fix for “Continue” sometimes allowing people to continue Continue when they should not be able to
- Potential fix for levels loading past 100% and then failing to load
- Added some failsafes for cases of levels not loading
- Fix for instance in one of the Hideouts where two objects could spawn in the same spot
- Fix for objects sometimes spawning on top of Frozen Lakes
- No longer possible to get past the holes at the edge of the map if you are moving fast enough
- Fix for certain doors not appearing Locked from the correct direction during Lockdown
- Vendor Carts are much less likely to spawn in Bushes
- Vendor Carts will not spawn too close to Water
- Arena Wrestlers will not be affected by an Ideological Clash
- Arena Wrestlers cannot be Bounty Hunters
- Fix for NPCs with the Bite ability getting Annoyed when they see someone else bite someone
- When an NPC steps in a Land Mine placed by the player, they will not become Hostile unless the player is within view at the time. The same goes for Bear Traps and Paralyzer Traps
- Bounty Hunters who attack the player are considered Guilty
- Supercops address the player properly as a “fellow peacekeeper” if the player has The Law
- Fix for Cop Bot refusing to talk to the player if they were Annoyed with them while asking them for something
- Fix for NPCs sometimes declaring when they are Annoyed with the player while hidden
- Mobsters who mug the player are classified as Guilty
- Fix for NPCs not being removed from the player’s party properly when the player tells them to leave town
- Cops no longer become Annoyed or Hostile toward the player if they see the player Biting or Cannibalizing while they have Above the Law
- Zombies can no longer talk to people who are scared/hostile while the person’s back is turned
- Player can no longer talk to people who are Annoyed while their back is turned
- When you attempt to talk to people who are Annoyed and they tell you to go away, the Annoyed sound effect will play
- Fix for Slaves not being properly removed from player’s party if they die from their helmet blowing up due to being out of range of player
- Gorillas who reside in the Park will not follow the player between levels
- Fix for non-owners in a building becoming Friendly toward the player when the player purchases a Key or Safe Combination from a Clerk
- Fix for Slavemaster players being able to free Slaves walking around the level that are not their own
- Fix for NPCs becoming Friendly toward the player when they are already Aligned or Loyal after the player obtains a Key, Safe Combination, or Quest Item from them
- Slavemasters will prioritize selling a slave that must be Neutralized for a mission
- Fix for Supercops called by the player through Alarm Buttons sometimes returning to their
- Police Box before attacking someone that the player had requested they attack
- Fix for Scientist saying the wrong dialogue when an item is purchased from him
- Player can no longer ask Zombified people to leave town if there was once a mission to neutralize that person
- Fix for Slaves leaving the player’s party if the player asks them to leave town, and they refuse due to having a helmet on
- Fix for NPCs sometimes not becoming Hostile when the player when the player threatens them
- If NPCs are neutralized from Poison or Tranquilizing over time via the player, or similar status effects, other NPCs will not assume that the player was responsible
- If the player is invisible while killing someone, NPCs who see the body will not assume the player was responsible
- Fix for Cops all over the level being notified when the player caused a huge explosion
- NPCs will not detect the player if they do things that bring up the “operating bar” interface while under a Cardboard Box
- Cannibals no longer pop out of Bushes and Manholes when the nearby player is Aligned
- Werewolf (when transformed) hates Vampire, and vice versa
- Bounty Hunters no longer ignore the player if they are Friendly or Loyal
- If the player attacks an Aligned NPC who is meant to be Neutralized for a mission, the NPC will become Hostile more quickly than they would normally
- Fix for NPCs not leaving their “Hidden” state if the Bush they were hiding in was destroyed (possibly by fire) while the player was not in close proximity
- Fix for Cops and Slavemasters becoming Hostile toward each other if the player hacks a Slave Helmet and blows it up
- If the player has a mission to neutralize a Slave, his Slavemasters will be classed as Guilty
- Slaves will fight on the player’s behalf without the player explicitly telling them to do so
- Slaves become Loyal instead of Friendly when the player removes their Slave Helmet
- Butler Bot is capable of knocking down doors, much like Killer Robot
- If Butler Bot gets stuck somehow and spends too long standing in the same spot, another Butler Bot will be spawned as a fail-safe
- Fix for Cannibals attacking burning Bushes
- Spelling corrections in various languages
- “End Game” changed to “End Run” to avoid confusion
- Fix for instances where client joining at the exact time the host was switching levels could cause the host player to spawn at the bottom left corner of the map
- Updated G2U plugin to version 2.1.13
- Updated Rewired plugin to version 1.1.12.1
Alpha 48b (April 6)
- Fix for local coop players 2, 3 and 4 not being able to open minimap
- Fix for top-of-screen icons of players 2, 3 and 4 sometimes appearing as white boxes
- Fix for occasional errors loading new levels
Alpha 48c (April 8)
- Fix for not being able to see Trait descriptions at the end of the level if the player leveled up twice during that level and is selecting their second Trait
- Fix for Industrial hideouts always spewing Gas from vents
- Fixed a bunch of Spanish translations
- Fix for Ice Rink sometimes appearing with incorrect texture
Alpha 48d
- Fix for weird crap occurring when saved games were loaded
[ 2018-04-05 20:29:46 CET ] [ Original post ]
As promised, I did a bunch of work on new Disasters this week, nearly doubling the current Disaster count! Check the changelog for the full list, and let me know what you think of them -- too easy, too hard, too dull, whatever.
There are still more disasters to come in the future, but for next update, I’ll probably be doing a big bugfix pass, because the list of bugs that y’all have reported is getting dangerously close to toppling over at this point.
For this week’s Fortnight Discussion, I’m looking for some input on new temporary status effects you’d like to see in the game...
Alpha 47
Disasters
- Ooze - Dangerous Ooze is spreading through the level...
- War Zone - There’s a war going on between Cannibals and Soldiers, who spawn infinitely while you complete your missions.
- Bounty - There’s a bounty on your head, and random people with concealed weapons will attack you when you get close
- Lockdown - All doors are locked, and no one will let you in. Also, the Cops are Hostile.
- Shifting Status Effects - Everyone in the level receives a new, randomized status effect every 10 seconds
- Butler Bot - Appears during the War Zone disaster to clean up bodies and items and save your frame rate. To be honest, your frame rate might still get killed. I’ll be doing more performance work soonish.
- Screen no longer shakes when an NPC kills another NPC
- Fix for NPC lighting not adjusting properly after the NPC had died
- Fix for “falling down hole” animation becoming frozen on rare occasion
- Fix for light and shadow remaining when people fall down holes on multiplayer client
- Exclamation marks and sound effects no longer appear for rioters
- Mysterious Elevator in Home Base now has a sign over it to indicate its function and avoid confusion
- “Increase All Stats” effect from Cocktails lasts 60 seconds (as intended) instead of forever
- Being hidden in Bushes no longer protects the player from Radiation Blasts
- Fix for Dizzy not going away when the person is hit and loses health
- Fix for Bathhouse bathroom door triggering NPCs to become Hostile
- Fix for bathroom in one of the Movie Theaters counting as “outdoors”
- Added “Retreat Indoors” AI behavior, and other stuff for Ooze disaster
- Fix for NPCs not properly determining their objects of interest during disasters that made them want to stay indoors
- Fix for owner NPCs sometimes wandering into buildings that were not theirs
- Supercops are now Friendly toward custom classes with The Law
- Fix for Cop Bots and Supercops becoming Hostile toward players who arrested Guilty people
- Fix for Upper-Crusters not becoming hostile toward the player immediately when the player attacks them as a Cop
- Fix in Supercop’s Investigate behavior (after spawning through a Police Box) - After reaching their investigation location, they investigate the surrounding area, rather than returning to investigate the area near the Police Box
- Cannibals are now Aligned with all other Cannibals
- Fixed issue with gang pathfinding where gangs could occasionally become stuck
- When Hacker makes Television explode, NPCs will not become Hostile
- When NPCs are injured by Fires set by the player, they will only become Hostile if the player is within their line of vision at the time
- Fixed Fan Translation issue that could prevent levels from being loaded
- Added font with Polish characters for Fan Translations, see “How to make translations.txt” file for how to implement this
[ 2018-03-22 17:26:06 CET ] [ Original post ]
I went into this update with the intention of doing a bunch of Uptown-exclusive content, and while there’s some of that in here, I also ended up spending like 5 days making functional Firefighters (non-playable for now!). Also, fixing a whole bunch of bugs.
My general rule is that if I catch a bug during development and it’s not necessarily easy to reproduce, I drop what I’m doing to try and fix it. This is often the case with AI bugs, which are notoriously frustrating to try and replicate from user reports. Fortunately for me, I encountered a lot of these elusive AI bugs while getting Firefighters to do their thing. So that was a nice surprise.
Though Uptown didn't get as much attention as I was planning this week, I've still made the game playable through 5-3. Expect a drip-feed of level-specific updates to Uptown and other levels throughout the game's Early Access development.
For next week, my primary focus will be on creating new Disasters -- an area of the game that hasn’t gotten much love in awhile.
In other news, March 10 marks Streets of Rogue’s 1-year anniversary in Early Access. While there’s no way to really quantify the work that’s been done in this period, the number of personally-written lines in my code base increased by about 40%. For a game with a 4+ year development time, that’s pretty hefty. (And for those interested, the final line tally was like 200,000, with 80,000 written in the past year.)
For this week’s Fortnight Discussion, I’m looking for input on how certain things in the game should function. Specifically: Fountain, Well, Satellite Dish, Arcade Game, Barbecue, Fireplace, Gravestone, ATM machine, and of course, Toilet.
Alpha 46
Levels
- Game is now playable through 5-3
- New Track “Floor 5-3 Tell It To My Cardiologist, Why Dontcha” added to soundtrack owners’ libraries
- Uptown Upper-Cruster achievement can be earned
- Firefighter - Yes, they will actually come and put out fires. In the future, I’ll likely be giving them some sort of water cannon bionic arm, because right now they use Fire Extinguishers, which is lame.
- Alien - Sorta hidden right now and not very fleshed out, but can you find him????
- Fire Station
- Broadcasting Station
- Outdoor pits surrounded by fences
- ATM Machine - Not fully functional, but check out this week’s Fortnight Discussion!
- Fountain - Also see this week’s Fortnight Discussion!
- Satellite Dish - Same deal!
- Desk - Finally, office buildings have proper desks instead of home/bar tables
- Fire Extinguisher
- Player can borrow money from any Bank, even if they are not an Investment Banker.
- Debt money can no longer be paid back to Drug Dealers, Shopkeepers, etc. It must be transferred through either an ATM Machine, or the Clerk at the Bank.
- Pieces of Wreckage will disappear when they move over Holes or Conveyor Belt
- Fix for Fire particle effects sometimes appearing to face the wrong direction
- Fix for items sometimes having extremely bright lighting as the player progressed further into the game
- Fix for people becoming too bright when bunched up together in a group
- Fix for text “E_ObjectAgent” appearing on cursor
- Sign appears at the beginning of Level 5-1
- Power Box hit points reduced from 50 to 30
- When Fires in objects like Flaming Barrels are extinguished, fire no longer returns if the player goes away and comes back
- Fires in objects like Flaming Barrels being extinguished is displayed properly on multiplayer client
- Fix for Fires continuing to spread after being extinguished
- Extinguishing a Fire no longer causes the object or wall to be destroyed
- Fix for Fireplace appearing inside walls on multiplayer client
- Fix for Fires not being destroyed properly internally when they are destroyed by being extinguished in some way
- Taking damage from status effects no longer causes the player to become un-hidden from Bushes
- Player is more likely to auto-aim at Exploding Barrel
- Fix for situations where Gas would continue spewing from vents permanently when it was not supposed to
- Potential fix for people being teleported on top of manholes
- Fix for player Cops being able to go through blue Lasers without setting off the metal detector
- Fix for Hypnotizer not working properly on gamepad after first level
- Fix for Flamethrower causing knockback on dead bodies on multiplayer client
- Fix for Wall Break sound not playing on multiplayer client when Fire destroyed a wall
- Fix for not being able to exit Arena if opponents are Zombified rather than completely neutralized
- Player may receive missions to Neutralize a person roaming the streets, typically with armed guards or a gang
- Random Mutators mutator now keeps all the initial mutators you select and does not replace them with new ones
- Random Mutators now works properly when you disable certain level themes
- Fix for incorrect music tracks playing during Quick Game mutator
- Fix for Disasters not always appearing on the correct levels in Endless mode when Quick Game is activated
- Fix for bodies not being destroyed properly in the Exploding Bodies mutator if the player was very far away when the body exploded
- Fix for recently-added mutators causing the Home Base to have non-standard “level themes”
- Gangsters may be seen roaming the streets in gangs of 3 or 4
- Musician may be seen roaming the streets with armed Goons
- Uptown mansions may be filled with Vampires or Mobsters
- Wood walls appear more frequently
- Fix for Bouncers not spawning next to Mine Cart/Train Tracks
- Fix for Water sometimes appearing where Ice was supposed to during Mixed-Up Levels mutator
- Fix for lights above Lakes not spawning on multiplayer client
- Fix for Door, Window and other objects occasionally facing the wrong direction in certain buildings
- Added lots of AI revolving around extinguishing fires
- Better pathfinding around Fire Hydrant sprays
- Fix for property owners becoming Hostile toward Invisible people who open doors in their presence
- Fix for Bouncer requesting money from the player upon talking to him after completing Arena fight
- Fix for NPCs in roving gangs sometimes not fighting the player when they were too far away from their starting position
- Fix for NPCs sometimes appearing to run back to the object they were observing when they come into the player’s view
- Fix for NPCs with only one object to observe repeatedly walking away from that object for a split second and then returning to it
- Fix for instance where NPCs could get confused on what to do next while battling the player, as a result of paying too much attention to certain noises where the player destroyed their property
- Fix for NPCs running away from fire that had spawned in a different building
- Fix for NPCs continuing to gather around Television long after it had been hacked to produce High Volume
- After being hearing the hacking noise, NPCs no longer continue to search for the player for as long as the hacking interface is on the screen -- rather, they only perform one search
- Fix for certain situations where NPCs could become stuck in place while searching for the player during combat
- Fix for certain situations where pathfinding and movement for NPCs would stop working
- NPCs are slightly better at using the Flamethrower
- NPCs no longer have difficulty attacking objects that block their view, like Trees and Shelves
- NPCs are less likely to walk on Train and Mine Cart Tracks
- Supercops no longer become Hostile toward normal Cops who attack or arrest Guilty people in their presence
- Fix for NPCs sometimes not running out of buildings when the building is gassed
- Bunch of Russian Language fixes and additions (thanks to the Russian Streets of Rogue community on vk)
- Added clarification in Super Studious description that this trait results in fewer Chicken Nuggets per level-up
- Flesh Feast description changed to highlight the fact that it only works on non-neutralized people
- Updated 2D Toolkit plugin from 2.5.8.8 to 2.5.8.9
Alpha 46b
- Fix for “Uptown Upper-Cruster” achievement not triggering
- Fix for one of the Music Halls being able to have both Wood and Normal walls
- ATM Machines appear closer to walls
Alpha 46c
- Fix for Uptown 3 not having a disaster
- Fix for Uptown 3's title appearing as "Uptown 1"
Alpha 46d
[ 2018-03-08 21:47:09 CET ] [ Original post ]
Well, 16 new mutators to be more accurate, but 5 of them are basically the same thing. I actually spent the bulk of this update working on the level loading improvements that I started during the last update cycle, but most of my changes weren’t ready for public consumption, so I left them out of this build. I’ll start drip-feeding these changes slowly over future builds, since there is lots of potential for these to cause new bugs, and I don’t want to break TOO much at one time. More Uptown content is still coming. I’ll be away for a few days over the weekend visiting my grandmother for her 100th (!) birthday, but hopefully I’ll get to spend most of the next update cycle focused on Uptown. Also, speaking of mutators -- that is the topic of this week’s Fortnight Discussion!
Alpha 45
Mutators
- Added “Remove Levels” mutators for Slums, Industrial, Park, Downtown, and Uptown. These will remove the specified level theme from the game.
- Added “Random Level Themes” which randomizes each level variety you enter (Slums, Industrial, etc.)
- Added “Exploding Bodies”, which causes people to explode shortly after dying or being otherwise neutralized.
- Added “No Cops”, which removes patrolling Cops, Supercops and Cop Bots from the game. Cops can still be found in Police Stations, and Supercops can still be called via Alarm Button.
- Added “Full Health For All”, which calculates health for players and NPCs the same, rather than reducing NPC health by comparison
- Added “Infinite Melee Durability”, which does what it says.
- Added “Infinite Ammo”, which again, does what it says
- Added “Infinite Ammo for Common Weapons”, which encompasses mostly bullet-based weapons like Pistol, Shotgun, etc.
- Added “Random Mutators” where each level contains a new set of mutators
- Added “Continue?”, which gives the player 2 Continues. This means that if the player dies, they can start at the beginning of that level, with everything reset to its original state. On the third death, the game is over. This doesn’t work in online multiplayer yet.
- Added “Mixed-Up Environments”, which can result in Lakes appearing in the Slums, Manholes appearing in Industrial, Upper-Crusters appearing in the Park, etc.
- Added “Quick Game” which makes the game 10 levels long instead of 15.
- Extreme Time Limit renamed to Time Limit EXTREME to make it easier to find alphabetically amongst similar mutators
- Fix for bug in New Character Every Level where the character’s special ability from the previous level could remain on the screen
- In Rogue Vision mode, player can no longer use the cursor to highlight items that are not visible to the camera
- Fix for shadows appearing under certain objects in Rogue Vision mode when they were not supposed to
- Fix for pink objects appearing on multiplayer client in Rogue Vision mode
- Fix for shadows caused by walls near doors occasionally appearing in the wrong spot
- Fix for countdown timers not appearing on multiplayer client
- Fix for multiplayer client not being able to auto-teleport to the Exit using the Ctrl key when all missions are completed
- Fix for multiplayer chat log sometimes disappearing if it became too long. Older text is now removed manually if the log gets too big.
- Fix for Mine Cart tracks sometime spawning in the wrong position on multiplayer client
- Fix for Turret sometimes not activating when Security Cameras spotted the player when there were multiple Security Cams
- Cocaine is now known as Sugar, and Steroids are now known as Muscly Pills. These were the only real-world drug references in the game (except for cigarettes/nicotine, which is bad for you in the game), and I decided to replace these due to A. Parents finding these references a little jarring, B. ME finding them a little jarring since they don’t quite fit with the weird nonsense world of Streets of Rogue, and C. I feel like something like that could take the game from a T rating to an M rating when the ESRB eventually does its thing. Overall, it didn’t seem worth keeping this stuff in the game. Also, the idea that drug dealers sell bags of sugar to willing customers is pretty funny.
- Musician no longer carries items that do not exist in the game code
- Modern Warfarer now works on NPCs
- Fix for music not fading out properly at the end of levels
- Fix for music sometimes not playing when reaching a new level
- Soldier players will not receive missions that take place in Military Outposts
- Various fixes to the new level loading system from the last build that should result in an overall decrease in weird bugs
- Lockdown Walls can now be placed next to Fences
- Changed text descriptions for No Guns mutator to mention that all guns would be replaced with equivalent melee weapons. Did the same for No Melee mutator.
- Added notification to “End Game” prompt that saved progress will be destroyed
- Lots more work on level-loading performance, though most of these efforts aren’t bug-tested enough for me to activate them in a public build
Alpha 45b
- Fix for Downtown levels (possibly others) sometimes not loading properly for multiplayer client
- Fix for issue where the player could close the “select a trait” interface if it appeared directly after the player achieved an Unlock and the player clicked outside of the interface
- Fix for Refrigerator sometimes running through walls and objects without destroying them
[ 2018-02-22 20:53:27 CET ] [ Original post ]
My work took a bit of an unexpected turn this update cycle. I had been planning to focus on content for Uptown, but I ended up making a pivot. I realized that it was sometimes taking upwards of 20 seconds to load Uptown levels on my PC, which isn’t really acceptable. I’ve also heard reports of other people having difficulty loading the Uptown levels without crashing. The way the game loads new level data has remained mostly the same for the past couple of years, and I figured this would be a good opportunity to apply some new techniques I’d been wanting to use. These are partially implemented in Alpha 44, and as a result, load times between levels should be about 40%-50% faster. Right now, this new loading method ONLY takes place when going from one level to the next, not when restarting the game or beginning a new game. Also, it’s not fully implemented yet, I’ve still got more to do before the full range of my work is ready for public consumption. These new techniques will not only speed up load times, but make it more feasible for me to create large streaming worlds with this engine in the future (that’s a ways off, but I’m laying the groundwork right now). I’m also laying the groundwork for “level chunks” to be loaded in a new/better way, which will make a level editor more feasible in the future. I haven’t added a whole lot of new stuff to Uptown for this build, but I did extend the game to be playable through 5-2. I probably won’t have a ton of time to work on Uptown content for Alpha 45 either, given my continued work on level loading. So I’ll likely make 5-3 available in Alpha 46. Maybe. I dunno, we’ll see :D For this week's Fortnight Discussion, I'm going to do something a little different. I normally ask for ideas and suggestions on various areas of the game, but: Games Similar to Streets of Rogue.
Alpha 44
Levels
- Game is now playable through 5-2
- New Track “Floor 5-2 Gonna Bust a Blood Vessel” added to soundtrack owners’ libraries
- Fixed shadow for Loadout-O-Matic when it is facing West
- Fix for player 2’s Skill Bar text not appearing when player gained XP in coop mode
- More difficult for people to become stuck in Lockdown Walls
- Fix for EMP Grenades blowing holes in walls if they hit a Cop Bot or Killer Robot
- Fix for Oil Container subtracting 2 ammo per tile instead of 1
- Certain Cop Bots can now rob the player of “non-Uptown-approved” weapons
- Cop Bots’ security cam beam colors changed (yellow = Upper-Cruster check, purple = Drug/Alcohol check, Cyan = Weapon check)
- Fix for Addict trait for Investment Banker not appearing on Character Select screen
- Fix for player not gaining Upper Crusty when Possessing residents of Uptown
- Fix for player retaining Withdrawal and Feelin’ Good after depossessing from Investment Banker
- Fix for Cops sometimes not getting missions on a level
- Fix for early-floor Hooligans not spawning in Uptown prison cells
- Cop Bot no longer gets scared of people with Fair Game
- Fix for Office Drone and Clerk not getting Annoyed at people with Malodorous or Naked
- Clerks in Deportation Center do not get Annoyed at people with Suspicious, Malodorous or Naked
- Fix for Cops not being Aligned with custom characters with The Law
- When Comedian successfully tells a Joke to a Bouncer or Clerk at a Deportation Center, the effect is the same as if the Comedian had bribed them, so other people in the building will leave
- the player alone
- NPCs are better at using Flamethrower
- Modified “Promise I’ll Return It” text to clarify that it does not work with Pickpocket
- Load times between levels improved by around 40%-50%, primarily due to the points below
- Unity “scene” does not switch when player enters new levels, so certain elements like the interface are no longer regenerated
- Walls are now pooled instead of being generated fresh each level
- Higher frame rate during parts of the level load (though you won’t notice this)
- Updated Rewired plugin from 1.1.9.0 to 1.1.10.0
- Added a new and better method for loading level chunks into the game, though it’s not currently used yet
- Got another console version up and running. Still can’t say which one it is yet!
Alpha 44b
- Fix for issues with walls not always being solid
- Fixed issue with game going haywire upon Possessing people or turning into Werewolf
- Fix for game sometimes getting stuck on loading screen in coop mode
- Fix for Endless mode not looping properly
Alpha 44c
- Fix for certain disasters carrying over into the next level
[ 2018-02-08 23:01:05 CET ] [ Original post ]
Level 5 is finally here! Well, partially! As of right now, Uptown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Uptown especially! A bunch of the new Uptown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 5-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.
(Astute readers may recognize that the preceding paragraph is nearly identical to my “Downtown Level v1” update)
This week’s Fortnight Discussion: Mission Types. What sort of missions would you like to see in the game, and what sort of variations would you like to see in existing missions?
Alpha 43
New Stuff
Levels
- New Track “Floor 5-1 I'm Too Arousing For My Turtleneck” added to soundtrack owners’ libraries
- Unlock Elevator Access - Uptown
- New wall and floor art for Uptown levels
- Cop Bot
- Gated Community
- Mansion
- Uptown House
- Bathhouse
- “Zoo” (features zombies, cannibals, and those filthy, uncouth Slum Dwellers)
- Private Club
- Deportation Center
- Confiscation Center
- Police Outpost
- New Bank varieties
- New Music Hall varieties
- New Mall varieties
- New City Park varieties
- Lockdown Wall (barricades that go up when Uptown goes into Lockdown)
Everything Else
Environments
- Fixed a hole in one of the Hideout buildings not being the correct size
- Internal fixes to characters’ facial features, hats etc. are determined, could potentially fix a few small things
- Fix for swimming NPCs on multiplayer client not appearing to be underwater at the start of a game
- Certain doors have been given “Panic Room” behavior for particular buildings like Mansions
- Fix for Ghosts and Holograms being poisoned by Slime Puddles
- Fix for player sometimes being teleported behind vending machines and trash cans
- Items that were missing from Item Teleporter were now available
- Fix for Thief NPCs being able to steal quest items from player
- Investment Banker NPCs do not start with Addict
- Fix for cases where buildings may not have been generated at proper difficulty levels on higher floors
- Supercops are no longer Aligned with player cops, they are Friendly instead
- Supercops will enter private property to investigate noises
- Clerk in Deportation Center can be paid off
- Fix for Goons sometimes not patrolling correctly
- Fix for people sometimes observing Shelves against walls from the wrong side of the wall
- Non-owners no longer take interest in objects outside of the building that they occupy, such as Air Conditioners
- Fix for NPCs sometimes having difficulty navigating Crushers
- Fixed pathfinding issues directly after an NPC jumps out of water
- Fix for player not being able to ask Slaves to leave town after they are freed
- Player can ask Slaves to leave town when they are in captivity, but they will always refuse due to the fact that their helmet would blow up
- When player pays a bouncer, not all NPC owners in the building will become Friendly -- only the ones that would have become angry with the player immediately upon seeing them
- Potential fix for multiplayer issue where host can enter the game as the incorrect player and start at the bottom-left corner of the map
- Removed /teleport function from multiplayer games, this was meant to help with issues in earlier builds
[ 2018-01-25 20:58:33 CET ] [ Original post ]
Just a small update this week with some bug fixes. I’ve mostly been working on stuff for Level 5, the first version of which should be playable in the January 25th update if all goes well. Also, Streets of Rogue will be at PAX South this weekend! I won’t be there (hopefully I’ll find time to come to one of these shows in the near future), but say hello to the tinyBuild crew! This week’s Fortnight Discussion: The Home Base. What would you like to see there?
Alpha 42
UI / Controls
- On the LAN screen, client IP address is automatically detected
- Fix for camera sometimes not focusing in the correct spot when interacting with objects in three- or four-player mode when only one player is alive
- Fix for camera focusing on wrong player in three- or four-player mode when the only living player chooses a throwable item
- Fix for second target image that appears when aiming on gamepad with guns/throwables appearing too dark in split-screen modes
- Fix for game freezing when starting Daily Run after turning Fan Translations on
- Fix for Twitch voting sometimes ending early before votes were cast in online multiplayer mode
- Fix for charge-up attacks being cancelled on freeze frames
- Supercop speed reduced from 4 to 3
- Fix for NPCs’ bodies and arms sometimes looking weird for a bit after teleportation
- Fix for steel doors not blocking explosions properly
- Fix for Loadout-O-Matics sometimes not getting items properly after loading saved games
- Fix for line-of-sight issues when two objects are directly adjacent to one another, including explosions occasionally not hitting objects they were supposed to
- Potential fix for player falling into trap door and then spawning on an adjacent trap door, causing a loop of falls. Same goes for Manholes.
- Potential fix for items sometimes not appearing on multiplayer client
- Fix for instances where the player could not use Camouflage despite not being in NPCs’ vision
- Fix for NPCs not always being Zombified when hit with melee attacks from multiplayer clients
- Fix for player being able to hack Killer Robot after its death, which could cause interface errors
- Better randomization of level start and end points
- Fix for NPCs in gas-spewing buildings sometimes starting without a Gas Mask
- Fix for Supercops sometimes getting stuck near the Police Box and not disappearing
- Fix for some instances where NPCs would pause to let Fire Spewers finish when the fire was blocked by a wall
- Added proper description for Perfumorous
- Created new Show Floor version of the game for PAX
[ 2018-01-11 21:01:50 CET ] [ Original post ]
THAAAAAANKS for a great 2017!
https://www.youtube.com/watch?v=pYp8thBMPZk
Hate reading? Watch this preview in video form!
However, 2017 can absolutely go tongue-bathe a gorilla, because 2018 is set to be an even bigger year for Streets of Rogue. This game has been in development for 4 years, and despite some gray hairs and the atrophy of every single part of my body, I'm still going strong!
My Goals for 2018
First off, please don't take this list as gospel -- these are GOALS and not absolute plans or promises, so keep in mind that I can't guarantee for certain that all of these things are going to happen. If you look at my list from last year, my plans don't completely match up with my accomplishments. But, I like to be transparent about the game’s progress, so here ya go. This list is me saying "Yeah I think I can probably get this done, but hopefully I don't get a flesh eating virus or an especially bad stomach ache or something that just really puts a dent in my plans." For those that don’t know, I (Matt) am the only person working on this game full-time. So yes, a stomach ache could actually have that effect on productivity.
Launch of Streets of Rogue 1.0
The current plan is for Streets of Rogue to exit Early Access at some point in the summer of 2018, depending on how I feel about the game’s state at that point. But what does 1.0 actually entail? Basically, the game will be playable from beginning to end, and will contain enough content that I consider it a complete experience where no major part of the core game feels undercooked. However, I will not be ceasing development once the game has launched. Much like Binding of Isaac and other games of its ilk, Streets of Rogue could always benefit from more content. As a developer, I'll probably never be satisfied with it.
Uptown
The final major level variety in the game, spanning floors 5-1 to 5-3. I'm working on this right now. You can throw me suggestions in this thread.
Final Encounter and Ending
What form will this take? Who knows???... no seriously, I'm still not sure. I should probably get on that. Again, there was a forum discussion about this awhile back.
Big Quests
Long-time Streets of Rogue players will recognize the "Big Quests" space from the Character Select and Map screens. Each character class will be getting their own personalized mission spanning the whole game. It's not too late to contribute to that discussion either.
Mission Variety
Streets of Rogue's missions tend to be on the basic side, and that's the way I want to keep things. Most RPG missions boil down to "go here, kill a thing, steal a thing, escort a Wild Thistle Boar, protect a thing", and a few more. Developers gussy these up with flavor text and such, but the actual activities that the player completes are usually pretty similar. Streets of Rogue's missions leave out much of that flavor in the interest of streamlining and avoiding repetition. However, there is plenty of room for additional variety in Streets of Rogue's framework. For example, there's no reason that "flip 3 switches" missions have to appear so often. Those switches could be swapped out for destructible objects or something else. Just one wholly unexciting example. I'll be looking further into this.
Building Variety
There is too much repetition in building layouts right now. That needs to change.
Disasters
There aren't enough of them. I hate that. Seriously, it's one of my biggest pet peeves when playing through the game to see the same disasters over and over again. So, I'm gonna add more. There was an awesome Fortnight Discussion awhile back with plenty of great ideas, so I'll have no shortage of material to work with.
Existing Levels
I still have plenty of ideas on how to make the 5 different level varieties more unique and varied from one another. Expect to see plenty of changes both large and small.
Items
The selection of items in the game has been somewhat stagnant since the game entered Early Access. While there are loads of items available, I have a HUGE and growing list of items that I could potentially add to the game. These generally don't take very long to add in comparison to other pieces of content, it's just that "item variety" hasn't been an area of the game that I've felt has been half-baked in the way that other areas were. So, it hasn't gotten a lot of my attention. This will change, though it may not be until post-1.0 that I have the chance to REALLY start adding some crazy variety.
Traits and Status Effects
You can never have enough of these! NEVER!
Playable Characters
I will definitely get some more playable characters in the game before it hits 1.0. Eventually, I want to get ALL of those slots you see on the Character Select screen filled.
Additional NPC Behaviors
In one of my Fortnight Discussions awhile ago, I asked for suggestions on NPC behaviors. It's something I've been wanting to work on for awhile, and hopefully I'll get the opportunity in the coming months.
Mutators
I love these, and I want to add some more. They change up the gameplay a lot, and they're typically not very hard to implement. Well, except for Rogue Vision. In terms of bugs caused, that was the "Shapeshifter" of mutators.
Achievements and Unlocks
Yes, I know, you should get an achievement for killing the Killer Robot. Other stuff too. I'm on it.
Secrets
What secrets? Who said there'd be secrets???
Home Base Extras
I've got some ideas. Customization and expansion of the home base are possibilities. It's often hard to justify putting too much time into this when other more pressing areas of the game need my attention, but it's on my radar.
Leaderboards for Daily Run
I've been tinkering with this off and on, and will likely require a good bit of experimentation and player feedback before I'm satisfied with it. Basically, the biggest challenge is finding a way to effectively score the game without players exploiting it to death. It'll likely be measured by XP and time taken in a level, and possibly other factors. This may or may not hit before 1.0 as I haven't seen a lot of demand for it, but we'll see.
Bug fixes and Balance
Fixing bugs and making balance changes is a never-ending process. This is especially true when you have as many disparate systems interacting with each other as Streets of Rogue does. I spent a pretty large chunk of 2017 on this stuff, and while there's plenty more to do (especially on the online multiplayer side), I hope to spend less time in 2018 whittling down my bug and balance lists.
Pretty-fying menus, and other out-of-game aesthetics
This has never really been a priority of mine because, well... I'd rather work on things that actually affect the gameplay. But, I do recognize that people have bigger expectations of a completed game than the extremely basic looking work that I've done. So I'll try to improve things a bit pre-1.0. Hopefully. Well, if I have the time. We'll see?
Console Versions
If all goes well, Streets of Rogue will be available on multiple consoles at some point this year. "But won't this take away from development time on the PC version???" While it's difficult to say exactly how much time will be required of me, I will say that I already have the game up and running nicely on one of the major consoles, as a result of my optimization efforts last year. There is always potential for me to hit a snag or three, but porting Unity games to new consoles is not rocket science. Hair-pullingly frustrating at times, but doable. A second port is in development at tinyBuild right now. Could there be a third? I don't think I'm supposed to talk officially about which consoles the game is coming to yet, so let's just say Jaguar, Vectrex and Gizmondo for the time being.
Modding, Workshop
This will most likely happen post-1.0. Time permitting, I'd like to have something or other in sooner, but I also don't want to make any definite promises just yet regarding timing or the specifics of what sort of modding would be available. Clearly there is demand for this.
MORE
If you tried to read my list of things I want to implement into Streets of Rogue, you wouldn't be able to make it to the end. This is because you'd definitely die before you finished it. If it wasn't obvious, what I'm trying to say is, it's really long.
Vacation
Yeah I should probably do this at some point after 1.0 launch.
Loot Boxes
I know how much you kids love loot boxes, so for $6.99 real world dollars, you will receive a crate full of wonderful goodies! These will most likely be cigarette lighters and rocks and maybe a codpiece or something, so as not to unbalance the game too much, as game design ethics are very important to me! Monetization! User acquisition! Business things! Since I know someone out there is going to take this seriously, let me state very clearly that ---> HOLY CRAP I'M KIDDING <---
How can I help?
Keep sending bug reports and suggestions through the forums, Discord, Twitter, and the in-game form. Feedback from y'all has been incredibly crucial in making the game what it is today, and I'm always very appreciative of your efforts. Also, be sure to tell your friends about the game. While Streets of Rogue has been great success so far, it's still somewhat "under the radar" in most of the spots where I get my game-related news. If your grandma and her bridge group don't know about Streets of Rogue by the end of this year, that's a problem! So spread the word! --- That's about it, happy 2018 everyone! Keep your feet on the ground, and keep reaching for the stars! https://www.youtube.com/watch?v=puKRMGGUHMY
[ 2018-01-06 18:10:51 CET ] [ Original post ]
Today's Deal: Save 50% on Streets of Rogue!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
[ 2018-01-06 18:00:00 CET ] [ Original post ]
EDIT FOR MAC USERS: There was an issue with players not being able to run the game on High Sierra, so I reverted the Mac version back to Alpha 40c for now. Sorry about that, I'm looking into the issue right now. Please check out this thread for the current status and how you can help. -------- A relatively light update for you, due to my being on vacation for most of the past two weeks! Unless you play multiplayer a bunch on the client side, in which case you'll like this update a lot (see "Big Stuff" below). The next update (January 11) will be fairly light as well, as I'll be putting most of my energies into "Level 5 - Uptown" development. The first version of this will most likely be released on January 25. Speaking of which, there's no new Fortnight Discussion this week -- I'd rather people just keep contributing to last week's Level 5 discussion, since there's still plenty of room for suggestions.
Alpha 41
Big Stuff
- Major improvement in performance on multiplayer clients. Please let me know if this has negative side effects on your connection, causes disconnects where this did not occur before, etc.
- People can now be knocked through Glass Walls, with the exception of the ones surrounding the arena, specifically during the battle. It’s a bit of a hack. In the process, fixed issue with people getting knocked through the Glass during arena battles without it breaking.
- Fix for Vendor Stand not having correct shadow
- Fix for white squares sometimes appearing for a split second in place of state indicators above characters’ heads
- Potential fix for issue with items sometimes not appearing properly in inventory unless in interfaces for Sell-O-Matic, Clone Machine etc.
- Fix for character creation menu not showing the character’s name at the right side of the screen when first creating the character
- Fix for issue where a player in Home Base would open the Character Creation screen or the Mysterious Elevator menu, and other players’ personal menus would not close
- Fix for issue with Trackpad Mode where the player would sometimes aim toward the mouse’s position
- Fix for player not being able to interact with Zombie immediately if Zombie resurrected while player was within range
- Fix for doors sometimes not opening and closing properly on multiplayer client when they are opened and closed by NPCs
- Fix for players on multiplayer client not stopping their interactions with doors when an NPC opens the door
- Fix for Cocktails from Bartender sometimes having negative effects
- Fix for Hypnotizer not working properly on NPCs who are Hostile
- Fix for issue where quest-related NPCs would become hostile toward custom characters who were Zombified but did not have Fair Game
- Fix for multiplayer client being able to talk to Zombies that have turned in the current level when they should not have the ability to understand each other
- Fixed issue where “Chaaaarge” ability could sometimes result in the player charging into an object infinitely without being knocked to the ground
- Fix for players not being able to Enslave anyone when they have the Antisocial trait
- Death sound effect does not play when NPCs are knocked into holes
- Fix for Security Camera rotating sound effect not playing on multiplayer client
- Fix for kills counting twice for XP and stats when a dead body is knocked into a hole
- Fix for NPCs not always having correct initial relationships to multiplayer client players
- Fix for NPCs not always responding to noises properly, particularly knocks on doors and windows
- Fix for multiplayer client sometimes being able to interact with NPCs who had moved out of range
- Fix for host player in multiplayer games being able to press End Game and gib themselves after dying
- Unity engine updated from 2017.2.1 to 2017.3
- Updated Rewired plugin from 1.1.8.3 to 1.1.9.0
Alpha 41b
[ 2017-12-28 22:16:08 CET ] [ Original post ]
Trading cards are FINALLY available! So get collecting!
I also made a rather large number of balance-oriented changes this update. If you’ve been playing the game on a regular basis, I’d recommend skimming through the whole list.
The next update will be on the “light” side, as I’ll be spending a week traveling for the holidays. I’ll be starting work on the Level 5 at the beginning of next year, so now’s the time to start making suggestions in this week’s Fortnight Discussion: Level 5 - Uptown!
Alpha 40
Big New Features and Content (Though a lot of the bullet points further down could probably qualify as well!)
- Steam Trading Cards added
- Loadout-O-Matic appears in levels. Player can purchase any of their starting items, including loadout items. Note that this may not work properly with saved games from previous versions
- Vendor Stand appears in Park levels. Player can purchase items from Bartenders or Shopkeepers.
- New Trait: “Honor Among Thieves” given to the Thief at the start of the game. Allows him to purchase discounted tools from other Thieves, and also prevents Thieves from stealing from him
- Medical Professional has completely changed. Rather than giving a health bonus for using first aid kits, it allows the player to restore the health of their followers, once per follower per floor
- Accuracy is now known as Firearms, Strength is now known as Melee
- Firearms (formerly Accuracy) now affects damage, spread of rapid-fire weapons, and cooldown for non-rapid fire weapons, in addition to the percentage of time auto-aim is triggered
- Fix for multiple televisions spawning on top of each other in one of the hotels
- Fixed a case where Sawblade movement could potentially go in the wrong direction
- Fixed a case where a tube in a factory was spewing gibs in a slightly incorrect position
- Fix for a Goon in one of the Banks facing the wrong direction sometimes
- Fixed an instance where a Crusher could push its way into a window
- Fixed instances where certain buildings had 2 locked doors and no computer, since this could result in cases where the door would be impossible to get open without the right items
- Changed placement of a number of Gas Vents
- Lakes that are poisoned when the level loads can no longer contain Enraged
- Fix for player or NPCs sometimes being blamed when Alarm Buttons were destroyed due to natural causes
- Laser Emitters can be disabled with the Wrench
- Slightly more difficult to destroy Fire Spewers
- Fewer Trash Cans are spawned in levels, but they are never empty
- Reduced size of Gas collider
- Cost to hire NPCs is a bit less
- Cost to hire people is dependent on your floor
- Cost for Doctor to heal you is dependent on your floor
- Cost to purchase Slaves is lower when they are not being rescued for a mission
- Fix for cost of muggings from Mobsters being a bit higher than intended
- Auto-Aim can be disabled from the Control Setup menu
- When the player moves the cursor over an NPC or holds the space bar, status effects are shown
- Fix for health bars of other players not appearing above their heads in online multiplayer mode when the player holds space bar
- People can no longer Jump while in a Trip animation
- Item cost is affected by the current floor. As the player progresses, items become more expensive and can be sold for more money
- Player can get better deals on items from Shopkeepers and Drug Dealers after enslaving them
- Reduced base extra cost of cloning items in Clone Machine
- Increased base price of Giantizer pills from $50 to $80
- Bartender is capable of selling more than 2 drinks
- Tranquilizer Gun costs more and has a smaller initial ammo count
- Shopkeeper no longer starts the game with Kill Profiter
- Doctor now starts the game with the Tranquilizer Gun
- Scientist starts with the Leafblower instead of the Tranquilizer Gun
- Bartender NPCs now serve Cocktails, which will give you a completely random positive status effect
- Fix for player being able to use multiple Hacking Tools on the same object, and only losing the first Hacking Tool
- Fix for items sometimes remaining for sale after multiplayer client had purchased them
- Fix for player not saying “I can’t pick that up” when inventory is full, after gibbing someone in very close proximity
- Fix for items sometimes making a noise that could attract people nearby, if two items were spilled at the same time in close proximity to one another
- Fix for never being able to see the contents of Cocktails that you clone
- Hacker has a 50% chance for their hack to cause an alarm, rather than 100%
- Hacker can hack Slave Helmets being worn by Slaves
- Hacker can hack the Killer Robot
- Always Crit effect time reduced to 20 seconds
- Giant effect time reduced to 20 seconds
- Shrewd Negotiatiator benefits improved a bit
- Crepe Crusher Blahd Basher, Scientist Slayer and Specist give the player more skill points for killing members of the opposing class
- Cannibal receives extra health for eating people who have been “cooked” by fire
- Wrestler’s Toss move does more damage
- Backstabs are easier to perform - The player will always attack in a forward motion when they have the Backstab trait and are in the proper position
- Sleep Killer is now completely silent
- Sleep Killer does not gib people anymore
- Soldier starting Endurance is now 2 instead of 3
- Investment Banker’s Speed, Strength and Accuracy stats are higher
- Withdrawal causes reduced strength, speed and accuracy
- Nicotine lasts for 30 seconds, freezes the timer on Feelin’ Alright, and freezes the effects of Withdrawal
- Clumsiness Accepted now allows you to break people’s walls without them becoming Hostile
- Modern Warfarer regenerates health to 15 instead of 20 when Low Health mutator is active
- When Werewolf is running low on time before transforming back into a human, numbers will appear over his head. The same goes for Assassin’s Camouflage
- Fair Game cancels Suspicious, Charismatic and Malodorous in character customization
- Bite cancels Strict Cannibal, and Cannibalize cancels Jugularious
- Bite has a chance to give 2 health instead of 1, with a slightly greater chance of the number being 1
- Bite costs 10 points in character customization instead of 5
- Fair Game gives a 10 point benefit in character customization instead of 7
- Assassin’s Accuracy stat reduced from 3 to 2
- People are knocked back a proper amount when blocking hits from Primal Lunge and Sharp Lunge
- Flesh Feast no longer works on dead people, it was functionally too similar to Cannibalize. However, it now restores 3 health instead of 2.
- People turn into Zombies after dying more quickly. The amount of time had previously been extended to allow for more Flesh Feast hits
- Zombie Phlegm charge time has been reduced
- Darts can no longer randomly cause Paralyze, since this could make the player a sitting duck if it occurs near a turret
- Players with Tech Expert have a 100% chance to turn off Security Cams and disarm Door Detonators when interacting directly
- When NPCs laugh at the Comedian’s jokes, the chance that they will join their party is less predictable
- Fix for Traits not being removed properly on New Character Every Level for clients in multiplayer games
- Fix for only the server player in multiplayer games receiving nuggets when someone completes a mission where nuggets are the reward. Now, all players will receive the nuggets.
- For Neutralize missions, it is now possible to threaten people to leave town (or ask them nicely if you have a good relationship)
- Added 30 seconds to the “Find Bombs” disaster
- Fixed crash when loading saved games with “New Character Every Level”
- Cops are no longer spawned near Power Boxes if the Radiation Blast disaster is occurring
- Varying number of cops is spawned near Power Boxes, rather than the number always being 2
- If an NPC is Hostile toward a player, they will no longer immediately become hostile toward another player upon seeing both players at the same time
- Fix for NPCs standing at the exact same spot as one another when “All Stand Guard” command is used
- Added “All Follow” command for when the player has told more than one party member to Stand Guard
- Prices for services are now properly affected by the player’s relationship with the seller in all cases
- NPCs in combat are not as scared of large groups of players
- Fix for NPCs who are Submissive to the player not always having the correct relationship with other players
- Cops react properly when the Power Box that they are guarding is hacked
- Normal Cops become Hostile if you destroy an Alarm Button
- Fix for Thief not being able to steal from player when the PVP was turned off in Settings
- Fix for Thief sometimes trying to steal from players who are dead or had disappeared
- Fix for property owners becoming Hostile if the player takes something from one of their owned chests (Safes, etc.) after the player has purchased a Key or Safe Combination from them
- Fix for Ghosts not always acting properly if Gravestones were destroyed by natural causes rather than a specific person
- Fix for issue where NPCs in buildings where quests are taking place are aligned with the player for no reason
- Added proper descriptions for Strength and Accurate status effects
- It is now possible to revive other players from the dead using money
- 30 second timer for players to get the the elevator instead of 60 seconds. The same goes for the other timer that appears when everyone has reached the elevator
- Unity engine updated from 2017.2.0 to 2017.2.1
- Updated Rewired plugin from 1.1.7.8 to 1.1.8.3
- Updated 2D Toolkit plugin from 2.5.8.7 to 2.5.8.8
Alpha 40b
[ 2017-12-14 21:27:57 CET ] [ Original post ]
Come get yourself a heaping helping of Bi-Weekly Update. Mostly bug fixes again this week. For the next update, I’ll likely be doing a bunch of balance work, in addition to more fixes. This week’s Fortnight Discussion: The Settings Menu. What new settings would you like to see?
Alpha 39
New Features
- Traits and Reward Items can be removed from their respective in-game pools, so they will no longer appear if you don’t want them to once they’re unlocked. There is a minimum number of items/traits that you must have in the pool, which increases the more you unlock.
- Trackpad Mode - Attack in the direction you're facing, rather than the cursor position. Added this because trackpad aiming is near impossible. You can finally play on an airplane. Can be toggled in the control settings menu.
- Added optional on-screen timer, which can be turned on from Gameplay Settings. Good for speedrunning.
- Added option in Gameplay Settings to place Player Identifier circle underneath the player in single-player mode
- Another attempt at fixing the “can’t scroll through in-game menus” issue that pops up occasionally with the gamepad. Let me know if this still happens. I’m not talking about the main menu, just the in-game menus like the buttons that appear when you interact with something, and the end-of-level Trait selection
- In Couch Coop mode, each player’s targeting crosshair has a different color
- Game should do a better job of figuring out which gamepad should be assigned to which player without the user having to manually go in and assign them
- Gamepads 2 through 4 can no longer press the Accept button on the main menu, to avoid confusion when the gamepads configurations are not set up for the game itself
- Health bars appear over people’s heads when the player holds Space
- If the player accepts a “Retrieve Item” mission, then picks up and drops the item, it will have an arrow above it, where it did not before
- Fix for missions 1, 2 and 3 not appearing greyed out when talking to an NPC about an optional mission
- Fix for optional mission arrow and line not appearing on the map screen when talking to an NPC to accept the mission
- Fix for mission-giver icon not appearing on the map for all types of missions on multiplayer client
- Fix for game sometimes believing the player is still holding down Special Ability when they enter and return from menus
- Fix for Character Sheet Scroll Bar appearing oddly if the player scrolled to the bottom and then removed a large number of Traits
- Fix for Quick-Health button displaying incorrect messaging when used at full health with “Low Health For All” mutator turned on
- Fix for Page-Up and Page-Down-assigned gamepad buttons not working properly on other menus after the player viewed a Scrolling Menu
- Fix for player being able to combine items in their inventory by dragging and dropping, rather than right-clicking first
- Pressing Cancel or Esc on the title screen causes the Quit Game prompt to appear
- Multiplayer information that the player enters from the title screen (like IP Address) is saved between sessions
- Fix for pathfinding issues in one of the Arcade buildings
- Water Puddles and Oil appear beneath floor decals like Blood and Slime puddles
- Fix for gun appearing in both hands when the player performs Primal Lunge
- Fix for client players not appearing to die properly on host when they were knocked out and killed while on the ground
- Fix for Dizzy Stars not appearing if a person became Knocked Out while Invisible
- Fix for Walls not changing color properly when screen turns red from Werewolf
- Fix for checkered floor not always appearing in correct position in Home Base
- Fixed certain instances where the player could appear with a consistently east-facing mustache
- Player cannot start Arena fights if one of the Laser Emitters has been destroyed
- Took extra steps to ensure that people cannot be knocked through Arena’s Glass Walls
- Kill Ammunizer gives the player less ammo per kill with “Low Health for All” and “Everyone Hates You” mutators active
- Fix for player sometimes having an item count of 0 if they choose a Loadout item that is already one of their starting items
- Fix for NPCs with Resurrect not dropping their items when they are Knocked Out
- Fix for player sometimes not being able to properly interact with items on the ground when their inventory is full
- Fix for Jock sometimes changing Charge direction after being knocked back
- Fix for NPCs sometimes emitting sleep Z’s while walking around while Invisible
- “Friend of the Common Folk” cancels out “The Law” and “Fair Game” in the Character Creator
- Bloody Mess and Cannibalize cancel each other
- Jugularious and Medical Professional cancel each other
- Naked and Suspicious cancel each other
- Naked’s point value is -5 instead of -3
- Fix for NPCs losing the “Guilty” tag if a player Possessed and then Depossessed them
- Fix for Possessed Thief sometimes ending up with a permanent Sticky Glove icon above their head
- Class Solidarity no longer prevents the player from attacking people they need to kill for missions
- Fix for No In-Fighting not always working when used player-vs-player
- No In-Fighting is applied to when melee weapons hit other melee weapons, so that they will not hit each other
- Potential to Not Suck functions on skill levels past 12, if you somehow get that far
- Class Solidarity allows players to attack Hostile NPCs, and allows Hostile NPCs to attack the player
- Fix for Fair Game, when applied to NPCs, not scaring other NPCs away
- Fix for in-game sounds stopping during the next game after player fails Hidden Bombs disaster
- Fix for not all sounds stopping when giant explosion occurs at the end of Hidden Bombs disaster
- Fix for Equip Weapon sound effect repeatedly playing when NPCs were commanded to destroy certain objects
- Fix for issue where coop players would not respawn as a Ghost if they died shortly before another player who died with Resurrect
- Players with Zombiism cannot gain Skill Points for killing NPCs with Zombiism since those NPCs cannot become Hostile
- If the player purchases a Loadout item and then leaves the Home Base without starting a new game, their Nuggets will be returned to them
- If the player reaches the game’s nugget limit of 50, they will receive items for optional missions instead of nuggets
- On missions where a Prisoner needs to be killed, owners in the building are properly marked as Guilty
- Fix for New Character Every Level not working properly when the player chooses to start with a Custom character
- Fix for Trash Cans and Vending Machines sometimes spawning not directly next to a wall
- If the player Bites or Cannibalizes someone, NPCs who are already Annoyed will turn Hostile Questgivers become Friendly toward the player upon completing a Mission (results in lower shop prices amongst other benefits)
- Hidden NPCs (Bushes, Manholes) will no longer talk to the player under various circumstances
- Fix for NPCs not pathing properly around Refrigerator
- Fix for NPCs “trembling/twitching” around certain objects
- NPCs that the player must neutralize for missions will not get scared and run away players with Zombiism
- Fix for Zombies with Resurrect not being Hostile toward anyone upon resurrection
- NPCs will attack most locked wooden doors when commanded
- Fix for Mobsters ceasing to Mug a Comedian when they don’t like his Joke
- Fix for only one of the Mobsters listening to a Joke actually reacting to the Joke
- Fix for player being able to offer Mobsters money if they became Friendly, Loyal or Aligned
- Fix for non-owner NPCs sometimes having difficulty navigating their way out of buildings
- Fix for Zombies sometimes remaining Aligned with NPCs who owned the same building as them post-Zombification
- Fix for Zombies being initially hostile toward Security Cams, Turrets, etc.
- Fix for NPC followers who come to the next level with the player not always having proper initial relationships with everyone on the next level
- Fix for DNA Connected Prisoners not following the player when they are released from prison
- Followers will follow the player into buildings with Gas
- If the player wins an Arena fight, spectators will become Friendly
- Fix for Arena spectators sometimes appearing to get scared during a fight
- Arena payout is multiplied by the number of NPCs the player fights
- NPCs no longer run away from dangerous NPCs who have exited the level
- Fix for owners not reacting if they see you open a Do Not Enter door
- When someone joins your party, they will always become Loyal toward other players and the other people in your party, unless they are already Aligned. If they are dismissed from the party, they will go back to being Neutral, or whatever their initial relationship was
- If players join a game late, the other agents’ party members will be Loyal to the new player
- Improved Paralyzed description
- Changed Mysterious Elevator description text to make it more obvious how to see the different floor requirement
- Made it slightly more obvious that you can load characters from the hard disks
- When attempting to quit, text explicitly states that the game is saved at the end of levels
- Changed Loadout instructions to be a bit more clear
- No longer possible to get past the first laser without being injured
- No longer possible to get stuck with the Rock not spawning
- Banana is no longer available from the shop
- Potential fix for memory leak issue
Alpha 39b
- Fix for buttons in Home Base sometimes being highlighted in grey when they weren’t supposed to be
- Fix for Filter text sometimes appearing incorrectly on Join Internet Game screen
- Fixed multiplayer issue where end-of-level elevator could bring up character select. May have fixed other bugs in the process, such as the bug where objects appear the wrong spots on the client, or level is generated incorrectly on the client.
- (This one’s for the Unity coders out there) Fixed a bunch of instances where static variables changes were inadvertently sticking around after the scene was changed, which will probably fix a few random issues.
[ 2017-11-30 20:54:17 CET ] [ Original post ]
Hey all, just a quick and extremely shameless appeal to my wonderful and attractive player base to vote Streets of Rogue in the 'Choice Matters' category in the Steam Awards. If you want to. Cuz, the whole 'choice' thing.
The award might have different names in different regions, but it starts with something to the effect of "Games are about agency, and this award is for the game that has it in spades..." I'd say that's a pretty appropriate description for Streets of Rogue.
As per usual, the next bi-weekly update will be on November 30!
THAAAAAAAAANKS!!
[ 2017-11-23 02:02:17 CET ] [ Original post ]
Edit: If you got this version early and your saved data was deleted, see this thread
As long-time players will know, 2-player split-screen mode has been available, like, forever. But 3- and 4-player modes have always been single-screen only. Well, I guess you see where this is going, and presumably you’ve viewed the image above and read the title of this post, so… yeah. Split-screen mode can be turned on from the Gameplay Settings menu.
In addition, I made a ton of bug fixes. Unfortunately, there’s a TON more to fix where these came from, and y’all just keep reporting new ones! My next updates will likely be similar to this one: Lots of fixes, and one or more new features thrown in for good measure. I’d like to get the current level of bugginess under control before I return to content creation.
This week’s Fortnight Discussion: Secrets and Easter Eggs. The game doesn’t have a whole lot of them, and I’d like to eventually change that.
Alpha 38
New Features
- Added four-player split-screen mode. Must be turned on from the Gameplay Settings menu.
- Updated localization for all territories - LOTS of new translations
- Fix for certain text on the main menu not appearing properly when Fan Translations were activated
- Arena fights can no longer be started when the power in the building is out
- Status effect-causing lakes will no longer contain Acid unless the player has put it there
- Fix for players being able to teleport into bathroom of Arcade
- Hologram can no longer be hit by Train and Mine Cart
- Fix for Shapeshifter being headless after Depossessing Gorillas
- Fix for Oil Spills sometimes appearing beneath rugs or other floors
- Fix for Burnt or Frozen people not always appearing that way of the burning or freezing occurred off-screen
- Fix for NPCs often facing the wrong direction while pointing their guns on multiplayer client
- Fix for Flamethrower particles appearing to go too far past Glass Walls after hitting them
- Falling bombs have a shadow sprite
- When someone disappears for whatever reason, their word bubble text disappears as well
- When playing as Zombie, the player will not know who is Hostile by mousing over them until the person actually sees them and becomes Hostile
- Fix for Wrestler’s “Toss” icon (and potentially some others) appearing when the player is a Ghost
- Player can no longer attempt to Quick-Teleport while in the Home Base
- Fix for Scroll Bar not appearing on character stats in-game
- Future free versions of the game will no longer state that the game will be saved when quitting
- Fix for “Can’t Teleport To Yourself” text on map screen not displaying properly in offline games
- Fix for top-of-screen UI elements not disappearing when the player enters the Main Menu
- Fix for icons not appearing on the minimap if someone other than Player 1 opened it first
- Fix for issue where gamepad players could shoot a gun and then move faster than normal by rotating the right analog stick while the gun was remained un-holstered
- Fix for Player 2 UI appearing on Player 1’s screen in split-screen coop
- Fix for camera initially being in the wrong spot after switching the 2-player camera from Full to Split in the Settings menu
- Fix for Clock not moving out of the way of minimap in 3- or 4-player mode
- Minimap appears in 2-player split-screen mode
- Minimap appears in bottom-right corner during 3-player Full-Screen mode
- Players can teleport in 3- and 4-player mode
- Fix for RT and LT button icons not appearing properly at the start of the game
- Fix for part of Crusher remaining after being destroyed by huge Explosion
- Fix for certain cases where Fire Spewer would not fire
- Changed Tree collider slightly to avoid player clipping situations
- Killer Plants no longer snap at Ghosts
- Fix for Killer Plant bites not always registering
- Fix for Killer Plant, Fire and Explosion sometimes knocking people in the wrong direction
- Fix for Ghost Gibber stream going through Glass Walls
- Fix for Gas Mask not always working properly
- EMP Grenade can be used to remove Slave Helmet
- EMP Explosions affect objects behind walls
- Fix for people with Pacifist trait not being able to equip Oil Container
- Fix for client player in online matches dropping duplicates of “undroppable” starting items items like Taser and Slave Helmet Remote on death
- Fix for Taser not working properly if chosen as a starting item and also chosen as a loadout item
- Flesh Feast now allows people to gain health when using weapons other than Fist
- NPCs who are infected with Zombiism before death will stay dead a bit longer before turning into Zombies
- Fix for Wrestler not getting kill credit when inflicting status effects on NPCs with thrown objects (i.e. Toilet poisoning someone)
- Fix for Wrestler not receiving credit for repercussions of destroying a computer by throwing it
- Fix for Wrestler not always equipping correct weapon after throwing an object
- Custom characters cannot go into Withdrawal in the Home Base
- No longer possible to create a character with both Suspicious and Charismatic
- Fix for being able to choose Skinny Nerdlinger and Unstoppable-ish at the same time for custom characters
- Inanimate objects can no longer gain status effects
- Fix for people losing Frozen status effect when they gain health, this should only occur when they lose health
- If a player Possesses someone, a safeguard has been added so they cannot immediately Depossess by accident through spamming the Possession Stone object
- People who are Frozen while in combat can be Backstabbed now
- Fix for issues occurring if player attempted to perform various Special Abilities while starting to Teleport
- When the player unlocks a new trait or traits, those traits are normally the first available when the player gains a level. As of this update, those traits will not appear if they are useless to the player’s current chosen character
- Fix for NPCs having difficulty navigating around Fire Spewers and certain other objects
- Players lose Above The Law and Upper Crusty if they buy when Possessing someone and then Depossess
- Fix for NPCs who have Resurrect and are knocked out not resurrecting if they are killed on the ground
- Fix for issue where NPCs who were knocked out and resurrected would not become attack the person who had knocked them out if they had not been previously hostile
- Fix for Lunge, Zombie Spit and Charge attack issue where player could continue holding down the Special Ability button past the point where the attack had concluded, which would cause weird movement
- Fix for occasional internal errors when bullets hit walls when the player was extremely close to the wall
- Fix for Equip sound effect not playing when the only available weapon is Fist and the player uses the scroll wheel to choose Fist repeatedly
- Fix for players being able to teleport into the bounds of Hedge Mazes
- Fix for not being able to teleport from Dirt floor tiles
- NPC party members will no longer teleport alongside the player when the player has commanded them to perform a certain action
- Player can teleport while rescuing an NPC if that NPC has been commanded to perform an action
- Fix for Destruction stat not increasing when the player destroys walls using a melee attack
- Fix for player gaining an extra Destruction point for throwing objects with Toss ability
- Player receives credit for killing people by knocking them into hazards
- Player receives credit for Leafblowering dangerous items like Bear Traps into people
- Fix for being able to teleport during the Find Bombs disaster, and not being able to teleport when it’s over
- Removed ‘Holes in place of canals’. I dunno, I don’t love it.
- Fix for NPCs continuing to sleep in beds or sit in chairs after the Wrestler had picked up the object
- NPCs will no longer accept health items from the player when their health is full
- Ghost no longer stops to avoid obstacles like Train
- Zombified Slaves do not become Mutinous
- Upper Crusters will not attempt to run and find an Alarm Button while enslaved
- If Supercops are enslaved and set free, they will not continue searching for the person they were originally sent to kill
- Upper Crusters, Cops, Supercops, and people in gangs will not become hostile toward other people who have Ideological Clash
- Fix for NPCs sometimes continuing to dance after being Tased
- Ghosts no longer flee Zombies or other types of danger
- Fix for people sometimes saying their “annoyed” speech after the player uses Hypnotizer Mark I on them
- Soldiers are always aligned with one another
- Zombies will not refuse orders to attack someone due to low health
- Fix for Zombies getting Annoyed when player started Cannibalizing, using Vampire bite, or Possessing someone nearby
- Fix for Prisoners not becoming Loyal to the player if they were Friendly when released from prison
- Fix for NPCs permanently attacking thin air when commanded to attack an open door or other object that could not be hit with melee attacks
- If the player uses DNA Connection on someone, then dies and resurrects as a Ghost, and then the other person dies, that person will not follow the Ghost
- NPCs stop dead in their tracks when the player begins Arresting or Biting them, rather than continuing to slide for a split second, to avoid them sliding out of the player’s interaction bounds
- Fix for NPC Dizzy movement continuing when the NPC is being Arrested or Bitten
- Fix for people with custom character trait “Zombiism” not speaking the same language as full-on Zombies
- Fix for Gorilla being able to understand Comedian’s jokes without a translator
- Fix for Zombies being hostile toward a player with Zombiism if they started a new multiplayer game with zombies in that stage
- Fix for Mobsters attempting to do gang/mugging stuff after becoming Zombies
- Thief no longer steals Tranquilizer Gun from the player
- NPCs can no longer “bump” other NPCs who the player has commanded to stand in place
- Edited Pacifist description to indicate that not all types of Thrown weapons can be thrown (such as Bear Trap)
- Created new Show Floor version of the game
[ 2017-11-16 23:22:50 CET ] [ Original post ]
Suuuup. This will be the last update that I’ll be dedicating to Downtown for the time being. At some point, I’ll circle back around to it, much like I plan on doing for the other levels. For the next update, I’ll be switching gears to focus on bug fixes and balance. Not particularly glamorous, but it’s been awhile since I did any real housekeeping, and I’ve amassed a rather enormous pile of bugs to fix thanks in large part to reports from you fine folks. For those that enjoyed last week’s Zombie disaster: Yes, the Zombie disaster will still appear in-game randomly. Also, check out the new “Zombies Ate My Game Balance” mutator, which adds zombies to every level. This week’s Fortnight Discussion: Clerks. They’re a new character in the game. How should they function?
Alpha 37
New Stuff
Levels
- Game is now playable through 4-3
- New Track “Floor 4-3 Heavy Wheezing on the Dancefloor”, also added to soundtrack owners’ libraries
- Zombies Ate My Game Balance
- Musician
- Clerk
- Holes may appear in place of Canals sometimes
- Arcade
- Ice Rink
- Jukebox
- Power Box
- Turntables functionality
- Downtown Diva achievement can be earned
Everything Else
Localization
- Updated Simplified Chinese translations
- Added a Fan Translation fix for languages that use special characters such as Japanese to prevent characters from appearing too small in certain spots on the interface. To implement the fix, see the updated “How To Make Translations.txt” file.
- Upper-Crusters may travel with their own personal Slaves
- It is now possible to offer Slaves to Mobsters when they mug you
- Fix for Slaves blowing up after falling down a hole
- Fix for “Sign Up to Fight” button sometimes appearing multiple times on multiplayer client
- Fix for Arrested people having the wrong head sprite
- Fixed cases where NPCs might not animate properly if they were on the screen when the game was started
- NPCs point their guns directly at their opponent rather than simply pointing in the direction they’re facing
- Changed graphics for Train slightly
- Fix for instances where a person could remain highlighted white after being attacked and flashing
- Fix for cases where Bridges across canals appeared to be facing the wrong direction on multiplayer client
- City Park transition tiles (i.e. parks within Downtown) have been modified to be more organic
- Potential fix for objects sometimes becoming non-interactable on multiplayer client
- Fix for Manholes spawning too close to the level entrance
- Lamps can be affected by EMP Grenades
- Fix for not being able to use Alarm Buttons when you have other people in your party
- Fix for Alarm Button dialogue not appearing on multiplayer client
- Metal Detector turns off when Arena battle starts
- Fix for Alarm Button not causing Supercop to spawn when destroyed by fire
- Fix for Saw Blade continuing to make noise after being shut down
- Fix for objects taking a second to be destroyed on multiplayer client when shot by shotgun
- Fix for EMP Grenade making certain objects non-functional when they were not classified as being electronic
- Jock NPCs no longer carry nonexistent “Baseball” item
- Fix for “Remove w/Slave Helmet Remover” button appearing twice if player has more than one
- Fix for thrown items being capable of hitting people hidden in Bushes or Manholes
- Rogue Vision is now included in the pool of potential Daily Run mutators
- Fix for player being able to choose “Create A Mutator” button
- Office Drone has been replaced with Clerk in a bunch of spots
- Buildings can potentially have two Bouncers now
- Power Boxes may appear in random spots on levels, typically guarded by police
- Jukeboxes have been added to certain buildings
- Added Ice Skating behavior
- Fix for police getting angry if player attacks Zombies
- Zombies no longer wait outside of doors when their opponent is on the other side like other NPCs do, because they are stupid zombies
- All store owners and Guards in Mall get annoyed with Suspicious or Malodorous characters
- People at the Arena cheer during fights, and when a fight is over
- Fix for Supercops not investigating the player’s location upon spawning if they were too far away from the player
- NPCs are less likely to walk directly on Train and Mine Cart Tracks, particularly when they are not in combat
- Cops and Supercops are now Loyal to Upper-Crusters
- Mobsters will not bug the player for money if they are fighting other people
- Mobsters will not bug the player for money if they use the Alarm Button to call a Supercop
- NPCs no longer stop for a split second if the player interacts with them but the NPC does not have context buttons
- If the player interacts with someone traveling in a gang (i.e. Mobsters), the other gang members will stop and wait for the interaction to finish
- If a Slave has one owner and that owner begins to flee, the Slave will follow to avoid having their helmet blow up due to the distance
- Fix for NPCs not being more careful about accidentally shooting their allies in the back
- Fix for NPCs not getting angry if the player used the Shotgun on owned objects
- Created new Free version of the game for itch.io and GameJolt
- Did a bunch of work on a “Chinese Government Approved” Chinese version of the game
Alpha 37b
[ 2017-11-02 20:37:18 CET ] [ Original post ]
As a li’l surprise for Halloween: The Zombie disaster has finally been added to the game! From now until Halloween, the first couple of “Level Disasters” you see in the game (you know, the ones that happen every 3 levels) will be full-on Zombie apocalypses.
Also, if you play the game between now and Halloween, the playable Zombie character will be automatically unlocked for you! And yes, you’ll even get the achievement! For doing LITERALLY NOTHING!
By the way, this doesn’t affect the bi-weekly update schedule. This is technically Alpha 36d. The next full update will still be on November 2!
[ 2017-10-24 17:17:14 CET ] [ Original post ]
Like the title says, this build has a bunch of new additions to the Downtown level, including a first pass at an Arena. I’ll likely do more with that later, it’s a little on the bare-bones side at the moment. Anyways, the changelog should speak for itself! As usual, let me know what you think of the new stuff in this thread. This week’s Fortnight Discussion: Disasters! Streets of Rogue needs more of them. But… what?
Alpha 36
New Stuff
Levels
- Game is now playable through 4-2
- New Track “Floor 4-2 Groove is in the Blood-Pumping Organ of an Animate Being”, also added to soundtrack owners’ libraries
- Mall
- Arena
- Music Hall
- Movie Theater
- New blue laser emitter type that acts as a Metal Detector (actually it detects any weapon in your inventory)
- Movie Screen
- New Conveyor Belt type for Malls with slightly different functionality
- Added trait “Upper-Crusty”
Everything Else
Localization
- Many Spanish translation fixes
- Initial scripting for Arena fights implemented
- Classes within Malls have the ability to sell the player things that they previously did not
- Bouncer gives the player the ability to drop their weapons in front of Metal Detector Laser Emitters
- Comedians can tell jokes to Music Hall patrons
- Thief can pop out of Manholes and pickpocket the player. Other characters may pop out as well...
- Fix for “Falling into hole” animation of multiplayer clients not playing properly for host
- Fix for players appearing to float permanently if they died in a body of water and returned as a ghost
- Fix for Supercops, cloned NPCs, etc. not displaying particle effect or sound effect when spawned on multiplayer client
- Glass walls are slightly more transparent
- Fix for instances on multiplayer client where optional mission objectives would not be indicated on the minimap
- Fix for the mouse collider box attached to NPCs hidden in objects like Bushes sometimes blocking the object, despite the NPC being invisible
- Fix for player not being able to hide “combine” target after right-clicking a Combine item in the toolbar while the inventory was closed
- Fix for being able to knock on certain doors where this should not have been possible
- Fix for Manholes sometimes appearing on top of people rather than beneath them
- Fix for Hole not always appearing on multiplayer client when Well is destroyed
- Crushers shouldn’t go through walls as much, if at all
- Fix for multiplayer client not being able to make offering from Altar
- When players are mugged by Mobsters, they can get their money and items back by killing the Mobster
- Players can now pickpocket other players in online games
- Fix for player not being able to teleport while swimming in Canals
- Minor fixes to placement of certain outdoor walls
- Fix for instances where multiplayer missions could not be completed from the multiplayer client
- Supercop, Mobster and Upper-Cruster can no longer appear on “New Character Every Level”
- People are now capable of sitting in chairs
- People have the ability to “own” an entire building where different rooms have different owners as well -- such as the owner of a Hotel
- People are better at getting their bearings in regards to pathfinding after being knocked back
- Fix for NPCs not always being able to see multiplayer clients when host was not in the vicinity
- Fix for NPCs in certain buildings getting hostile toward the player upon seeing them when the rest of the building would only become Annoyed
- Fix for people hidden in objects like Bushes becoming visible when Ghost players bump into them
- Mobsters no longer ask players who Can’t Speak English for money
- Updated Unity engine from 2017.1.0p2 to 2017.2.0f3
- Updated 2D Toolkit plugin from 2.5.8.5 to 2.5.8.7
- Updated Rewired plugin from 1.1.7.5 to 1.1.7.8
- Bunch of physics modifications to keep things running smoothly on the new version of Unity
- Some multiplayer modifications for the new version of Unity
- Extra multiplayer cleanup, got rid of a bunch of internal errors
Alpha 36b
- Fix for Turrets not shooting in the correct direction
- Fix for NPCs not getting angry when you chloroform their friends
- NPCs are slightly more reactive to the player hitting their friends
- Thieves who pop out of Manholes are considered Guilty
- Fix for people standing next to chairs as their default goal instead of sitting in them if you kill the Comedian they were listening to
- Fix for not always having to chloroform people from behind when they are sitting in chairs
- Fixed some AI pathing issues in the Arena
- Thief no longer steals heavy weapons from players, since they tended to use them on the player immediately, which felt kind of cheap
- Real fix for Mobsters mugging people with Can’t Speak English
- Fix for players not being able to teleport after killing the mobster trying to mug them and remaining in their vicinity
- No longer possible for NPCs to close automatic Arena doors
- Guards no longer investigate noises heard in the Arena
- Adjustments to which weapons the Metal Detector will detect
[ 2017-10-20 03:45:33 CET ] [ Original post ]
Level 4 is finally here! Well, partially! As of right now, Downtown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Downtown especially! A bunch of the new Downtown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 4-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.
This week’s Fortnight Discussion: Altars and Sacrifices. A roguelike staple, Altars have just recently made their way into Streets of Rogue. But… how should they actually work??
Alpha 35
New Stuff
Levels
- Game is now playable through 4-1
- Lots of new wall and floor art for Downtown levels
- New Track “Floor 4-1 Hit Me With Your Best Rock”. The mp3 has been added to soundtrack owners’ libraries. More tracks will be coming when 4-2 and 4-3 are added.
- Unlock Elevator Access - Downtown
- Downtown Diva (you can’t actually achieve this yet, since it requires you to complete Level 4-3 which does not currently exist)
- Supercop
- Upper-Cruster
- Mobster
- Canals
- Dance Club
- Church
- Hotel
- City Park
- Police Box
- Alarm Button
- Train
- Speaker
- Turntables
- Altar
- Manhole
- Metal Detector
Everything Else
Performance
- Bunch of improvements (yep, I’m still at it)
- Fix for weapons not appearing in the player’s hands when a saved game is loaded (only fixed for games saved in Alpha 35)
- Potential fix for pink sprite appearing in place of crushers
- Fix for Taser bullets sometimes appearing the wrong color
- Yet another attempted fix for generators not always disappearing after exploding
- Attempted fix for people sometimes appearing weird on multiplayer client
- Fix for frozen people (from Freeze Ray) playing walk animation sometimes
- Fix for local coop players’ UI sometimes appearing at the wrong zoom level
- Fix for people not always being tracked properly on the minimap on multiplayer client
- Fix for multiplayer clients not causing Fire Hydrants to spray on the first hit
- Fix for Haterator not working properly
- Fix for Ammo Stealer not removing a person’s ammo when used from the multiplayer client
- Sounds from a level can no longer play after the level has ended and the screen has faded out
- People should fly through walls without breaking them less often
- Fix for people and objects not being visible in Rogue Vision after accepting a mission
- Updated Rewired plugin from 1.1.5.3 to 1.1.7.5
[ 2017-10-05 20:30:01 CET ] [ Original post ]
As you may be aware, I’ve spent the past month or so doing heavy optimization work on Streets of Rogue. Welp, my work is mostly complete for now! As a result of these efforts, the game performs an average of 75% to 100% faster than it did previously! Not bad, eh? There are still some trouble spots that need attention, not to mention the load times could be improved -- but for the time being, I’m very pleased with the results. This also means that I finally get to start working on content again, so starting this weekend, Level 4 development will be in full swing. Expect to see an early, unfinished version of my work in the next update. This week’s Fortnight Discussion: “Ideas for a Mobile Version”. No, I’m not planning on creating a mobile version anytime soon. For all I can say at this point, it may never happen! But, I do get asked about Android/iOS a lot, and I’m curious to hear what sort of changes would need to be made for this version to not suck.
Alpha 34
Performance
- Many, many improvements
- Fix for possessed characters in multiplayer sometimes having white eyes
- Fix for being able to press Esc and quit the game on the loading screen when not in online
- multiplayer mode
- Fix for character select interface not being transparent after death in multiplayer games
- Fix for character select screen appearing briefly (barely noticeable) while black “curtains” open at the start of multiplayer games
- Fix for lakes that appear to be poisoned sometimes not giving proper effects to the player
- Fix for items sometimes going all teleport-y crazy after falling into an incinerator
- Fix for items sometimes going nuts when near the edges of water
- Fix for item sprite appearing at wrong position on Y axis after exiting water
- Fixed issue where commanding people to attack an object wouldn’t work properly if the player went outside a certain range of the object
- Fix for no sound playing when Tranquilizer darts and Water Pistol shots hit wall
- Fix for player jumping in and out of water too frequently when landing on the edge of the water body
- People become hostile toward someone who freezes their friend
- Fix for people sometimes getting stuck at the edge of holes
- People are better at figuring out when to pause for Fire Spewers
Alpha 34b
- Fix for minimap icons not updating properly
- Fix for objects sometimes appearing highlighted after being hit with melee attacks while Freeze Frames are turned on
- Fix for interactable objects sometimes not appearing highlighted after the player stops interacting with them
[ 2017-09-22 02:18:28 CET ] [ Original post ]
Yep, I’m still hard at work optimizing every little detail of Streets of Rogue, and there’s still quite a bit more to do. I didn’t expect the process to take quite as long as it’s taking, but apparently there were a lot more spots in the game where I was doing things in a… less than satisfactory way. It’ll be worth the extra effort, since it means the game will be mounted on a much more solid base. Like I mentioned last update, most modern PC users won’t see a huge difference -- these changes will primarily benefit players on older hardware, and the upcoming console ports of the game. Today’s update has some noticeable improvements for frame drops in the Industrial areas, and there’s still more to come. There are also a number of bug fixes, mostly for things that I broke during optimization. Please keep me posted on anything else that I may have broken! Also, apologies for last update’s speculation about the release of the “Level 4 - Downtown” content, I’m going to keep my lips sealed about that until the time comes. New content will be my top priority following the current batch of performance improvements. You can still contribute suggestions for Downtown in this thread. This week’s Fortnight Discussion: “ProTips”. I know you’ve got some. Let’s have ‘em. Also, a reminder to check out the Wiki Editor of the Month competition!
Alpha 33
Performance
- Whole bunch of large and small improvements that hopefully did not break too much
- Fix for split-screen camera sometimes showing weird artifacts on Medium lighting mode
- Fix for players appearing as purple worm man thing when switching to local multiplayer mode from Home Base
- Fix for “Other players can revive you” messages not appearing in four-player local mode
- Fix for certain interface elements appearing in incorrect positions during camera zooms
- Fix for dialogue box appearing on top of main menu when the game is paused
- Fix for not being able to properly Bribe cops, which in turn made the Cop character impossible to unlock
- Switches and Laser Emitters cannot be set on fire
- Fix for cases in multiplayer games where people would refuse to equip or shoot certain weapons on the server due to traits like Stubby Fingers, though they were equipped on the client
- Fix for game freezing if the player killed themselves while having the Bloodlust trait
- Fix for Bloodlust restoring someone’s health after their death
- Fix for Bloodlust triggering when the player punched dead bodies that were burnt from fire
- Fix for bodies not turning into zombies if they were afflicted with Zombiism and then knocked out and killed
- Fix for opponents sometimes immediately punching the player after the player had just initiated combat
- Fix for opponents being too aggressive toward the player prior to actually hitting the player for the first time
- Fix for opponents consistently being too aggressive toward multiplayer clients
- Fix for opponents phasing through walls often as multiplayer client
- Fix for Werewolf Transformation sound effects not playing
- Sound effects added to menus in a couple spots
- Fix for game going haywire when falling down holes and dying while Possessing another person
- Possibly a bunch of other fixes for possessing other people
- Fix for players being able to continue the game in coop mode if they were falling into a hole after the game had ended due to Suicide or finishing all the levels
- Fixed a couple of instances where pits were placed in such a way that people would have difficulty pathing around them
- Improved pathfinding, people less likely to get stuck walking into walls
- Fixed issue where people would not pay attention to noises after too many noises had been created during that level
- Fix for combat not occurring properly between NPCs when they were off-camera
- Fix for people not fleeing clients properly when they were out of range of the host
- People will not walk through red lasers in most situations
[ 2017-09-07 18:54:46 CET ] [ Original post ]
Optimization I have been furiously optimizing Streets of Rogue over the past week or so. While performance issues haven’t been a major problem in the game (save for a few trouble sections), it had been about a year and a half since the last time the game got an optimization pass. If you’re running the game on a low- to mid-range PC, you may notice fewer frame drops in this build. For everyone else, the game will feel just a tad bit snappier. There’s still a lot more optimization to be done as well. And be on the lookout for new bugs, because I modified a whole lot of code in a whole lot of different areas. Consoles?? A big part of the reason for these optimizations is that I’m currently working on console versions of the game, and unfortunately, consoles don’t have quite the horsepower of a modern PC. So, my code needs to be in impeccable shape for the game to run at a decent clip. While Streets of Rogue might not look like the sort of game that should have big requirements, there’s actually a lot being processed on the CPU at any given time. Fancy AI doesn’t come cheap! So what consoles is the game coming to, and when? Can’t say right now, but it may happen before the end of the year if all goes well! What about Level 4?? I was hoping to have it done for the September 7th build release, but that may not happen. There’s a lot on my plate right now given some recent developments regarding the console versions. But I would still like to have it out in mid-September. Can’t make any promises, but I think that should be doable. PAX The game will be playable at PAX West next week at the tinyBuild booth. Stop by and say hello to those fine folks, and be sure to bug them about Hello Neighbor's release date, I hear they love that! Sadly I won’t be able to make it this year. I’ll be out of town for a wedding for 5 days during Labor Day weekend. Community Stuff This week’s Fortnight Discussion deals with the long-awated “Big Quests”... Also, check out the Wiki Editor of the Month competition!, and while you're at it, go make some edits to the wiki!
Alpha 32
Performance
- Loads and loads of performance tweaks
- Load times are slightly faster
- Fix for players clipping through walls and objects vertically after teleporting while in the water
- Fix for Traits on Load Character screen not being separated by line
- Fix for players 2, 3 and 4 not having the correct character selected when entering Character Select screen after death while playing as a custom character
- Fix for error if player plays as a custom character, dies, clears the custom character slot, then closes and re-opens the menu
- Fix for Shopkeeper appearing to be equipped with weapons on multiplayer client when he is actually empty-handed
- Fix for Bloodlust, Zombify, Camera Shy, Crepe Crusher, Blahd Basher and potentially others not triggering properly sometimes for multiplayer clients past the level where they joined the game
- Unstoppable-Ish cancels out Tank-Like and Skinny Nerdlinger during Character Creation
- Fix for “jump out of water” sound effect playing if the player teleports while in the water
- Fix for explosions from first laser not hitting the player if he stood in the exact right spot
- Player can now eat the Banana to advance the “quick-use health” part of the tutorial
- Prep work for Downtown levels
- Prep work for console versions
- Created new Free version of the game
- Created new Show version of the game for PAX
Alpha 32b
- Fix for custom characters sometimes not appearing properly
- Fix for chests and shops sometimes having incorrect items
Alpha 32c
- Fix for Pits not appearing
- Fix for Crusher poles not appearing
- Fix for shadows not appearing
- Fix for player identifiers not appearing in multiplayer modes
- Fix for people not turning blue when frozen
[ 2017-08-25 02:42:31 CET ] [ Original post ]
So first off: I released a version of Alpha 31 earlier today, prematurely. If you ran this version, all of your unlock progress may have been deleted. I'm very sorry about this, and I'll be taking more precautions in the future to make sure this sort of thing doesn't happen again. If your progress got deleted, send me an email (my email can be found at the bottom of streetsofrogue.com) and I'll send you a file with everything unlocked. Pretty much every major thing that was wrong with the previous iteration of Character Creation has been fixed. Check the list below for the full details. I’ve also started work on Floor 4 - Downtown. It won’t be done for another couple of update cycles (likely September 7th), so the next update (August 24th) will probably be on the light side. If you want to help out with this new area, you can discuss ideas in this week’s Fortnight Discussion. I’ve also started work on porting the game to consoles. So yeah, that’s a thing now.
Alpha 31
Character Creation (and related gameplay)
- Custom characters can be used in multiplayer mode, as long as it’s a password-protected internet game or LAN game
- Character data is now stored in the My Documents folder (or Mac/Linux equivalent)
- It is now possible to change a character’s eye type and color, and add an accessory
- Many balance changes made to point values
- Character Creation interface has been prettied up
- Added “Clear Slot” button
- New selectable traits: Unstoppable-ish, Ultimate Butterfinger-er, Sausage Fingers, Scientist Slayer, Specist, Diminutive, Naked, Blahd Basher, Crepe Crusher, Zombify, Flesh Feast, Fair Game, Serve Drinks, Charismatic, Malodorous, Addict
- New selectable items: Drink Mixer, Slave Helmet Remote, Steroids, Codpiece, Bacon Cheeseburger, Banana, Whiskey, First Aid Kit, Rock, Combat Helmet, Freeze Ray, Ghost Blaster, Shuriken, Axe, Translator
- New selectable abilities: Enslave, Sharp Lunge
- Traits and Abilities are now capable of canceling out other traits and abilities
- Trait, Ability and Item descriptions may contain “Recommended” text to indicate other things that go along them
- Custom characters can get Achievements and Unlocks.
- No longer necessary to switch to Sandbox mode when using characters that exceed the point limit. However, players will be unable to get Achievements and Unlocks.
- Placed caps on the number of Traits and Items that can be selected before the player exceeds limitations
- Button added to allow alphabetical sorting in addition to point value sorting
- Sorting takes “locked” status into account
- Some missing items added to starting item selection
- Gamepad button prompts only appear when using a gamepad
- Error message will appear if you try to give your character a name that is already taken by an existing character
- Deleted characters are immediately removed from the Character Select screen
- Fix for facial hair appearing as the wrong color in the big character select image
- Pressing Start on the gamepad to save the game while inputting a character name will now save that name properly
- Assorted fixes for gamepad navigation in character creation screen
- Fixed more cases where “E_” text was appearing when performing certain formerly character-specific abilities
- Fix for new custom characters sometimes starting with the wrong hair, skin color, etc.
- Fix for custom characters who got zombified resurrecting with incorrect body type
- Fix for custom characters with “The Law” not being able to see whether a person was guilty or innocent
- Fix for custom characters with “The Law” not being aligned with Cops
- Fix for Taser not being available to custom characters when No Guns mutator was active
- Fixed bug where the last button on the Traits and Items lists was not appearing
- Fix for “Killer” on Stats screen reading “E_Custom” at times
- Fix for NPC custom characters not having wolf heads, robot heads, etc.
- Fix for player not being able to change the color of wolf heads, robot heads, etc.
- Fix for original head appearing behind wolf heads, robot heads, etc.
- Fix for larger body types not being sized correctly on the Character Creation screen
- Fixed timing of certain Character Creation screen sound effects
- Around 100 new sound effects
- Fix for fan translations not appearing properly when turned on until after the game was restarted
- Fix for accessories like Sunglasses sometimes appearing over hair when they weren’t supposed to
- Fix for pressing space to select random characters on Character Select working weird in Home Base with more than 1 player active
- Fix for Arresting animation not completing properly when arresting Slaves
- Studious and Super Studious do not take effect when the player loses XP
- Turf Warrior has been replaced with one trait for each gang: Blahd Basher and Crepe Crusher
- Sandbox mutator now allows you to do missions, but does not require them in order to get to the next level
- Fix for appearances of “purple worm man thing”
- Updated Unity engine from 5.6.1f1 to 2017.1.0p2
- Updated 2D Toolkit plugin from 2.5.8.1 to 2.5.8.5
- Updated Rewired plugin from 1.1.3.0 to 1.1.5.3
- Updated Steamworks dot net from 9.0.0 to 10.0.0
- Prep work for Downtown levels
- Prep work for console versions
Alpha 31b
- Fixed issue where character select wasn't working properly and people's unlocks were getting deleted
Alpha 31c
- Fix for context buttons and store/chest items not being clickable.
[ 2017-08-10 22:21:17 CET ] [ Original post ]
So, I had updated to Alpha 31, but there were some technical issues, so I've reverted back. Alpha 31 coming later today! :p If anyone's characters got locked again in the reversion, send me an email (email is on streetsofrogue.com) and I'll get you a save with everything unlocked later today
[ 2017-08-10 18:27:54 CET ] [ Original post ]
Yeaaaa, that's right, it's FINALLY possible to create your very own characters! Just click on the bottom slots in the Character Select screen to get started! This is still very much a work in progress, so there are a few caveats: - Saved characters may be deleted next build (August 10) - Unlocks are disabled while playing as user-created characters.. for now. - User-created characters do not work in online multiplayer mode. - Many abilities and traits are not available right now. - Point values were added very hastily and might end up getting changed a lot. Not a whole lot of balancing has been done. There's also a new Fortnight Discussion up right now: What is the final challenge/boss/whatever?
Alpha 30
New Feature
- Character Creation
- Fix for NPC icons remaining on the minimap after they are transformed into Zombies
- In 2-player local coop, switched color of split-screen transition effect from white to black so that it would appear less jarring
- Players can now rebind many controls that were not available for rebinding before
- Controller rebinding can be done from the initial setup screen before the game begins for the first time
- Loadout menu includes the number of items that the player will receive
- Fix for thrown items sometimes dropping beneath the player instead of actually being thrown
- Jock no longer loses 5 Health when using his Charge ability
- Fix for error occurring when Jock landed on the ground after charging into a wall, preventing sound effect
- Flesh Feast cannot be used on Killer Robot
- Player cannot receive “Big Bullets” when they are unable to use guns
- Player cannot receive “Durabilitacious” when they are unable to use melee weapons
- Zombies are seen as “Guilty” by Cops
- Fix for players not falling into holes if they were running at extremely high speeds due to “I’m Outtie”
- Can no longer receive missions where you need to kill someone of the same class when you have the Class Solidarity trait
- Adjusted positioning of various Tubes in Factories to avoid instances where the objects they spew out miss the conveyor belt
- Cops get angry when the player hits Fire Hydrants and makes them spew water
- Cops no longer try to whack Fire Hydrants to death when they get sprayed
- Ghosts and non-party-member Zombies are less careful when walking into dangerous situations
- Fix for Cops not being initially Hostile toward Shapeshifters
- Jock has (temporary) dialogue in Home Base
- Optimizations made to Zombie
- Fix for multiplayer having major issues with level transitions
- Proper support for generic USB gamepads
Alpha 30b
- Increased player name character limit to 32 characters
- Fix for custom characters saying “E_
” when given certain traits - Adjusted some cost values
- Fix for Loneliness Killer followers spawning weird
- Fix for Toss ability not working properly with Pacifist
- Fix for custom characters not being able to unlock things in Home Base
- Custom characters are given the correct number of items when starting a new game
- Fixed “Art of the Deal” not functioning for custom characters
- Fix for Primal Lunge on custom characters not doing proper damage
- When you have Loneliness Killer, people will not spawn with you when you return to Home Base
[ 2017-07-28 02:45:09 CET ] [ Original post ]
Well, it was only a matter of time. Obviously, Zombies were going to appear in this game at some point, seeing as this has not only been the #1 most requested character class, but also.. I mean, this IS an indie Steam game in the 2010s. Right there alone, that guarantees a 30-40% chance of zombies showing up somewhere. And yes, they're playable. This has been a pretty interesting class to develop. Originally, I made it so that if you died as a zombie, you'd inhabit one of the other living zombies and keep playing. So essentially, the zombie horde became more important than your individual zombie. But, once the zombie infection grew large enough, it became pretty much impossible to lose the game, since you'd have so many chances to respawn. Since I've already coded this feature, I'd like to find some other use for it down the line. I hate wasting perfectly good code :p In its current form, I'm sure y'all will find plenty of bugs and balance issues with the Zombie. So make sure to let me know! Speaking of feedback: There's a new Fortnight Discussion! NPC Special Abilities - What do you want to see?
Alpha 29
New Features and Content
- New playable character: Zombie
- Trait “Zombify” added
- Trait “Fair Game” added
- Trait “Class Solidarity” added (also added to Trait Unlocks)
- Special Ability “Zombie Phlegm” added
- Status Effect “DNA Connection” added
- Zombie
- Fix for sleep Z’s not disappearing when NPCs were afflicted with various status effects while sleeping
- Fix for dizzy stars appearing if a knocked-out person falls into a hole
- Fix for players being returned to “Enter Password” menu if they pressed Esc after being invited to a game through Steam
- Fix for AlienFX setting going from Off to On at certain times without user consent
- Fix for camera sometimes not following the player when they canceled out of various “operating” bars
- Fix for the camera not focusing on player when Arresting/Enslaving as multiplayer client
- Game can no longer go into slow motion when players are on the Character Select screen due to background activity like explosions
- If the player is holding Extra Info and someone dies, their info will disappear
- When determining what interactable objects should be highlighted, the game will de-prioritize certain less important objects like Bushes
- Fix for players having difficulty interacting with certain objects (particularly doors) when other players were standing right next to them
- If the player is standing near an object with a full inventory, and an item is on the ground, they will interact with the object instead of the item
- Fix for players not receiving credit and Destruction bonus for destroying Generators
- Bullets no longer hit wall-based Pipes
- Fix for throwable objects being able to pass through certain Park-based objects where this was not intended
- Explosions set oil spills on fire
- Read Email context button on Computers has been moved to the bottom of the list
- Noise indicator appears over objects hacked with Laptop to further indicate the noise created
- Fire does not cause as much knockback, to prevent situations where a player would bounce into a nearby wall and back into the fire
- Context buttons for using Wrench on Generator now indicates that durability will be lost
- Fix for objects like Red Barrels not exploding on multiplayer client when client threw items at them
- Fix for thrown items on multiplayer client not triggering Fire Hydrant spray
- Fix for multiplayer bug where a client’s equipped weapons and armor would not appear properly to other players when a new level was first entered
- Certain items, such as the rock and shuriken, will be thrown a bit of extra distance to avoid situations where the player clicks on an enemy and it is thrown to their feet
- Doctor can use Taser, it’s now flagged as non-violent
- Fix for audio and music notes appearing multiple times for Boombox if the multiplayer client went far away and came back
- Fix for weapons purchased out of people’s hands by Shopkeeper not being unequipped by the weapon-holder, creating a duplicate weapon in your inventory
- Chainsaw can no longer be found in the game (it’s not ready yet, it shouldn’t be appearing)
- Fix for Slavemaster being able to attain multiple undroppable Tasers
- Fix for Slavemaster not being able to combine weapon add-ons with Taser
- Pouring oil causes a small noise
- People will get angry if they see you spilling oil on the ground or lighting it on fire
- Fix for Slavemaster not receiving Taser when No Guns mutator is active
- Slave Helmet blows up properly when Slave has Resurrection status effect
- Slave Helmet causes correct-sized explosion when Slaves venture too far away from their Slavemaster
- Fix for Slavemaster being able to give Taser to party members
- If Doctor misses with their Chloroform Hankie, cooldown will not trigger
- Fix for multiplayer client not always receiving credit for killing someone with a Banana Peel
- Fix for player continuing to Arrest/Enslave people after they have been killed
- Fix for player continuing to interact with nonexistent objects and people if they were destroying quickly while the player was “operating” them
- G-P-Yesssss is no longer available on multiplayer client. I will make it available again once I find a fix for issue where it was not working properly
- Potential fix for Jock sometimes getting stuck in a Charge animation when next to Steel and Border walls
- Fix for Comedian not being able to add people to his party with Joke if they were already Loyal
- Fix for Cannibalize icon appearing while the player was a Ghost
- Fix for “No In-Fighting” not always working properly in all cases with NPCs
- Fix for “No In-Fighting” working between players in multiplayer but displaying faked hits
- Fix for player being super-fast if they were resurrected when they had the trait “I’m Outtie”
- Fix for Wrestler sometimes not being able to pick up certain mission-related objects
- Vampires in multiplayer games get proper credit for killing other players with Bite
- When Resurrecting through use of Resurrection Shampoo, people receive a minimum of 25 health
- Certain traits will no longer appear as level-up choices under certain circumstances.
- Bloody Mess does not appear for Cannibal
- Medical Professional does not appear for Vampire
- Studious no longer appears for Slum Dweller
- Durabilitacious no longer appears with “No Melee” mutator
- Hard to Shoot and Big Bullets no longer appear with “No Guns” mutator
- Butterfinger-er no longer appears with “No Melee” and “No Guns” mutators both activated
- Friend of the Common Folk no longer appears with “Everyone Hates You” mutator
- Let me know if you can think of any others like this!
- Players will auto-aim at objects again, but only if they are meant to be destroyed for a mission
- Fix for some cases where Giantized players were able to hit and destroy walls from behind Steel walls
- Fix for Shrunk players being able to shoot bullets through north/south-facing walls
- Sound effect plays upon pressing “Complete” button on Missions screen
- Fix for player not being able to teleport in Graveyards and other outdoor buildings
- Fix for Comedian unlock not always triggering for multiplayer clients
- Fix for “Break Out” not always appearing over prisoners’ heads during Prison Break missions
- After breaking people out of prison for missions, their character-specific minimap indicators (like Drug Dealer or Shopkeeper) will appear properly
- Fix for certain objects being marked as targets on “Destroy All” missions when it was not actually necessary for the player to destroy them
- Fix for Rescue missions immediately failing if a player entered a multiplayer game with a character that the prisoner hates
- Fix for Rescue missions immediately failing if the player Possessed someone with the Shapeshifter who was Hostile toward the Prisoner
- Fix for Bars/Fences/Barbed Wire still occasionally not facing the correct direction on multiplayer client
- Fix for NPCs getting stuck when pathing past Fire Spewers
- Fix for rescued people sometimes not joining player’s party if they had no room for more people
- Fix for people sometimes not being scared of Werewolf and Killer Robot when they should have been
- Fix for Slaves technically remaining in the player’s party when Slavemaster is Depossessed by Shapeshifter
- When Slavemaster is Depossessed, Slaves will follow him rather than running back to their home immediately and likely blowing up
- Slaves do not become Annoyed when Slavemaster is Possessed
- If Shapeshifter Possesses a Slavemaster and dies as the Slavemaster, Slaves will not become angry at the Shapeshifter
- Fix for Slaves becoming Hostile toward the player, and Slavemaster becoming Hostile toward Slaves following Depossession
- When Shapeshifter Depossesses, nearby people who see the Depossession will return to their initial relationship with the Depossessed person
- Ghosts are excluded from Ideological Clash
- Fix for NPCs continuing to dance or sleep while being bitten by Vampire
- Fix for questgivers not having their normal context menu actions available after the player completes a Rescue mission for them
- Fix for followers saying “I can’t exactly get there” at inappropriate times
- Fix for rescued NPCs returning to their prison cells after the mission is complete
- When a Slavemaster captures multiple Slaves, those Slaves will become Loyal to one another
- Fix for NPCs who are Loyal or Aligned with the player becoming Hostile toward the player’s newly enslaved party members
- If the player Neutralizes a Slavemaster, his former Slaves will become Loyal to the player
- Fix for NPCs who join a player’s party sometimes having the wrong alignment toward other followers and party members
- Fix for NPCs continuing to talk after being Electrocuted
- No longer possible to make followers attack broken windows, which would cause them to attack forever since the windows can’t be broken a second time
- Fix for non-owners of buildings not running away from fires in their building
- Fix for follower NPCs not following the player or properly taking orders after dying and resurrecting
- NPCs no longer yell things at inanimate objects when attempting to destroy them
- Fix for NPCs being stopped in their tracks by stationary Saw Blades
- NPCs who are Loyal to the player will offer Keys, Safe Combinations and Mission Objective items
- In Radiation levels, people always run back to their original position (as opposed to walking) if they finish their current activity and they are outside
- Potential fix for NPCs sometimes trying to look at Shelves through walls
- If the player gets a Slavemaster to join their party through some means, his Slaves will follow him instead of standing in their original locations
- If a party member has to leave due to being injured, the player can still give them items for healing purposes so they can re-hire if they wish
- If a player is a Cop or has the status effect “Above the Law”, rescuing a Prisoner for a mission will not result in other Cops attacking that Prisoner
- NPCs take “No In-Fighting” into account when deciding to attack when it would normally hit the player
- Party members of Player A will not be scared by Player B if Player B is a Werewolf/Zombie
- Quitting the game from the title screen no longer states that your progress will be saved
- “Resume Game” replaced with “Resume Save” on title screen
- Scientist says something different when you ask him to identify a Syringe
- Fix for Windows occasionally being missing
- Experimented with Unity 5.6.2f1, reverted back to 5.6.1f1 due to crashes and Linux instability. Will be looking into Unity 2017.1.0 for a near-future update.
- All tracks updated to 320 kbps versions (these were previously 192 kbps)
- Updated NAT Traversal plugin to 1.54
Alpha 29b
- Fix for Traits not properly appearing in Level-Up menu.
- Questgivers no longer run away from Zombies.
[ 2017-07-14 01:23:45 CET ] [ Original post ]
Everyone's favorite cuddly leather-bound scoundrel is now playable! Use your taser on random people and strap an exploding helmet to their head while they're incapacitated, linked to your handy remote control! That'll keep your new conquests in line! Unless they decide to mutiny. Which does happen. So watch out. I'm also starting something called "Fortnight Discussions". With each bi-weekly update of the game, I'll post a thread in the discussion forum asking for feedback on some specific feature. The first of these can be found here: Difficulty Levels
Alpha 28
New Features and Content
- Added support for Alienware Alien FX, which causes Alienware keyboards to light up in flashy ways during gameplay. This can be turned off in Gameplay Settings.
- Slavemaster is now a playable character
- Special Ability "Enslave" added
- Taser item added
- Status effect “Electrocuted” added
- Trait "Ideological Clash" added
- Trait "Poor Hand-Eye Coordination" added
- New Korean translations added
- Slavemaster
- Player always stops pointing their gun when the “Operating...” bar is present
- Fix for player identifier circle appearing in the incorrect position if the player was Shrunk or Diminutive while underwater
- When Shapeshifter possesses someone, their eyes become red
- Fix for geyser of blood appearing on multiplayer client when Cannibal ate someone
- Fix for knocked-out people on multiplayer client not always having their eyes closed
- Fix for dizzy stars sometimes not appearing over the heads of knocked-out people on multiplayer client
- Fix for dizzy stars animations sometimes appearing ‘out of sync’
- Fix for sleep Z’s not appearing on multiplayer client
- Fix for bullets being nearly invisible in Werewolf mode
- Player’s character type now appears on Stats screen
- Fix for an NPC’s map marker disappearing after they teleport
- Fix for Context Buttons interface getting glitchy when there were too many buttons
- Fix for incorrect item slots flashing when an item is equipped when the “use item on object” interface is present
- Fix for “Mission Complete” notification appearing a bit too quickly when objects were destroyed for a mission
- Made it less easy to accidentally cancel out of handcuffing someone if you were spamming right-click
- When selecting Object Context Buttons, pressing Up on the first button brings you to the bottom of the list and vice versa
- Inventory slot “cost” text moved slightly up so as not to obscure the image as much
- Fix for inventory items sometimes disappearing when assigning toolbar slots with Auto-Sort Inventory set to Off
- Fixed incorrect character being initially selected in Character Select in multiplayer mode when Shapeshifter player died while Possessing another character
- Fix for vertical-facing Bars/Fence appearing weird sometimes
- Fix for Gas clouds being able to affect people from behind walls if the person hugged the wall
- Hacker can’t clone a person by hacking the Clone machine if they have reached their follower limit
- Turret does not shoot at Vampire when Security Cam detects someone
- When hacking Cameras and Turrets, the interface now indicates the current setting to the player (i.e. whether turret is targeting owners or non-owners)
- Fixed bug where Wrestler picks up a weird looking item and tosses “E_TossItem”
- Fixed some important bugs relating to the instantiating of items when there were more than 50 items in existence. This may fix some random problems
- Fixed issues relating to equipped items at the beginning of levels causing various bugs
- Fix for issue where Shopkeeper purchasing a weapon directly from an NPC’s hands would cause the weapon to appear equipped in the inventory without actually being equipped
- Fix for Slave Helmet sometimes not exploding when they Slave went too far out of range of its Slavemaster
- Slave Helmet does not blow up immediately after its wearer dies, it takes a second now
- Slave Helmet cannot blow up while the wearer is falling into a hole
- Slave Helmet no longer drops to the ground after a Slave is freed
- Slave Helmet produces Normal sized explosion instead of Big one
- Slave Helmet Remote now blows up multiple owned Slaves at once
- Slave Helmet Remote cannot be dropped when in the possession of Slavemaster
- Fix for Gorilla not being able to use Oil Container
- Oil Container does not disappear from the player’s inventory when it runs out
- Cigarettes and Cigarette Lighter are available as loadouts and from the Item Teleporter
- Doctor can now throw Banana Peels
- Ammo Processor and Kill Ammunizer can no longer be used on Oil Container
- Fix for player exiting Cardboard Box when walking over dead bodies
- Fix for head-based armor not being properly equipped on NPCs brought to the next level
- Fix for issue introduced in Alpha 27 where player would not receive health bonus for gaining a level if the level was gained after the floor was finished
- No longer possible to gain extra health from leveling up while dead or a ghost
- Fix for player being able to transform into Werewolf immediately after returning to human form if the Special Ability button was pressed quickly enough
- Fix for player being able to Possess a person a second time after leaving their body if the Special Ability button was pressed quickly enough
- Jock stops Charging when teleported
- Fix for client being Tranquilized and countdown numbers not appearing for host or other clients
- Fix for issue where, if a Shapeshifter who was Possessing someone was knocked out and then killed before they woke up, they would not Depossess properly, and would become a ghost instead
- Fix for Gorilla being able to do multiple lunges without charging if the Special Ability button was pressed at the exact right time
- Fix for Shapeshifter becoming a normal-sized human after Depossessing while Shrunk or Giant
- Player does not lose most status effects when knocked out. Rather, they are only paused.
- Fix for Jock falling down immediately if a wall was behind him when beginning a Charge
- Doctor’s Chloroform cooldown reduced from 10 seconds to 5
- Fix for “can’t do” sound effect sometimes playing when cycling to Fist
- Fix for Shapeshifter player disappearing after possessing a Slave and falling into a hole
- NPCs can no longer bump Cannibals out of their hiding spots if they walk on top of their position
- Fixed issue where if the Shapeshifter entered the elevator while possessing a person, that person would be counted as an “angered” person in Stats
- Alerted stat does not increase when the Rage poison is used on someone
- Fix for Cop losing XP for killing hostile NPCs in Everyone Hates You
- In Low Health mutator, players now only need 10 health to revive a teammate rather than 20
- Fix for sleep Z’s in Rogue Vision not disappearing when a not-in-vision NPC got up and started walking around
- Fix for Trash Barrels and Vending Machines occasionally blocking the player’s path when a wall was nearby diagonally
- Fix for Air Conditioners sometimes spawning directly next to each other and blocking the player’s path
- Fix for prisoners sometimes walking back to prison after escaping
- Fix for Cops not becoming Hostile after seeing the player Tranquilize someone or shoot them with a Water Pistol
- If you own a Slave that is Aligned with someone else, that other person will become hostile toward you
- Slaves no longer refuse to obey your “Attack” commands on the grounds that they “would get killed”
- Fix for NPCs sometimes not attacking the player if they became Hostile while they were Loyal towards the player
- Fix for non-partied NPCs sometimes following invisible players
- Fix for NPCs not giving the player normal interaction options after being rescued for a mission
- Fix for NPCs not being able to sell items to the player after being possessed by Shapeshifter
- Fix for NPCs sometimes running into walls after being Depossessed from Shapeshifter. Might have fixed some other cases of this occurring as well
- Fix for party members who become hostile towards the player sometimes appearing again on the next floor
- Fixed cases where a Hostile person would not attack the player if they became Hostile when the player was extremely close
- Fixed cases where a party member would become hostile toward another player but not attack them
- Cops do not care about crimes committed by friendly/loyal people
- Fix for NPCs being able to hear certain crimes while having the “Hearing Blocked” status effect
- When commanding groups of people at the same time (“All Attack”, etc.), only those that speak your language will obey
- If a person A is hostile toward person B and person B is Aligned to the person C, person A will only become hostile toward the person C if person B is in person C’s party. In the previous update, this only applied to Loyal people and not Aligned people. Also, the employment rule is now only necessary if person B or C is a player, and not if both are NPCs
- NPCs who are Loyal toward the player don’t mind the player committing small crimes toward them, like stealing their stuff.
- NPCs that you are rescuing for a mission will not go out of their way to attack Turrets, Fire Spewers, etc. due to the probability of them getting themselves killed.
- Fix for Prisoners sometimes running into their cell doors when the prison wall has been destroyed
- No longer possible for someone to quit your party due to low health, and then join again with full health if their health was within a certain small range.
- Not being able to hire NPCs with low health now extends to all classes, whereas before this only applied to gangsters
- Party members will take a bit more damage before they decide they’re too hurt to continue
- Fix for NPCS being rescued for missions not always obeying Attack commands properly
- Fix for NPCs standing still when being told to Stand Guard behind a locked door
- Fix for endgame stats screen not stating the cause of death properly when a Jock charged into a wall killed himself
- Fix for Stats screen sometimes showing the player’s killer as “E_ObjectAgent” when player was killed by Generator explosion
- Changed G-P-Yessss description slightly to be more clear
- Werewolf no longer says human dialogue when attempting and failing to teleport
- Fix for NPCs not being interactable on client after certain status effects
- Fix for clients sometimes not receiving skill points or mission credit for killing NPCs
- Fix for issue where it was sometimes possible for client to interact with NPCs if they were being arrested or being bitten
- Potential fix for issue where people’s save data could be deleted on rare occasion. At worst, there’s now a rare chance that a save could fail, but this shouldn’t affect your existing data.
- Lots of preparation for incoming new batch of sound effects
Alpha 28b
- Fix for game occasionally getting stuck at 87% loading on Park levels.
- Fix for Slave Helmet Remote having 0 charges when a Slave was purchased.
[ 2017-06-30 02:21:43 CET ] [ Original post ]
It's been a busy couple of weeks in the real world, but I managed to add a pretty sizeable number of bugfixes. Not much else to say about this update, I'll let the changelog speak for itself. The next update (June 29) will be the last primarily-bugfix-oriented update that I do for the time being. After that, it'll be back to features and content...
Alpha 27
Graphics
- Fix for objects sometimes flashing after being destroyed as if the player could still interact with them
- Character select screen animation plays properly when the random character button is pressed
- Windows appear as a shade of grey on the minimap instead of not appearing at all
- Fix for context buttons disappearing when the player is talking to an Investment Banker, and he loses health due to Withdrawal
- Fix for controls not appearing at the start of the game in 3-player and 4-player co-op mode
- Fix for menus not scrolling properly with gamepad on 4:3 resolutions
- Fix for issue where player would attack if they clicked to drop an item while the inventory was closed
- Player can hold the Extra Info button while interface elements like the Inventory are visible
- Fix for gamepad players not being able to press the Stats button while viewing Missions
- Player markers disappear from the minimap when a player exits the level
- Fix for levels completing in coop mode if one player finished a level, and another player ended the game from the Main Menu
- Comedian starts with Team-Building Expert
- Fix for issue where ending the game and returning to Home Base while
- Possessing someone as Shapeshifter would cause you to spawn as the possessed character
- Fix for characters appearing in the Home Base with the wrong skin and hair if the player’s game ended, then they selected a character, changed their mind, and went to the Home Base
- Fix for player being able to have an Assassin mask over a Slum Dweller head if they started the Tutorial as an Assassin
- Fix for issue in online multiplayer where if a person selected a character in the Home Base and backed out, then closed the Character Select, mousing over that player would show the other players “E_”
- Werewolf no longer speaks English when attempting to interact with Elevators
- Fix for Cannibal’s face getting fixed when Possessed by Shapeshifter
- Slaves no longer blow up if a slave owner client in multiplayer games brings the slave to the next level and teleports
- Fix for fires not always starting properly when wooden walls were hit with the Flamethrower from the south
- Fix for issue where windows could not be destroyed by extremely powerful melee attacks if they had already been shattered
- Goodie Dispenser can only dispense 3 goodies, which should fix the “Hacker getting infinite cash” exploit
- Players cannot be teleported onto Slime Puddles
- Fix for Slot Machine sometimes not dispensing money properly
- Potential fix for people being teleported a few steps back when walking through destroyed windows
- Fix for Vending Machines sometimes facing toward a wall instead of away from it
- Turret, Security Camera and Fire Spewer no longer block people’s paths with collision detection
- Another attempted fix for issue where players could be teleported on top of Flame Grates and Mine Cart tracks
- Bulletproof Vest no longer protects from Flamethrower and Fire Spewer
- When purchasing Loadout items, the player is given the same amount of the item that they receive when the item is given as a quest reward
- Hypnotizer, Haterator, etc. can no longer be used on Hologram
- If the player throws the last item in a stack, fists are now selected instead of weapon types
- Cyanide gibs people again due to popular demand, despite making no sense. Whatever.
- Fix for bug introduced in Alpha 26 where Kneecapper chance to activate was set to 98%
- “No In-Fighting” does not work on NPCs who need to be neutralized for a mission
- Fix for instances where “No In-Fighting” would be active on an NPC who hates the player
- “No In-Fighting” now applies to NPCs who are Loyal or Submissive, in addition to Aligned
- Fix for Backstab not gibbing people when Bloody Mess is active
- Fix for Thief not being able to steal items from people when they had a full inventory, but the item was stackable
- Players with the “Loud” trait no longer make noise when they are Ghosts
- NPCs will not laugh at Comedian’s jokes if they are already Hostile
- Assassin’s Camouflage is not immediately removed mid-swing when hitting dead bodies
- Fix for player becoming visible if hiding in Bush when Camouflage wore off
- Antisocial trait actually works as stated, and prevents the player from attaining party members much of the time
- Fix for players not receiving health boost on level-up if they are teleporting
- Fix for Thief being able to move while Paralyzed by using Sticky Glove
- Vampires and Cannibals no longer continue to devour their prey after they have been killed themselves
- Fixed cases where players were able to be damaged after finishing a level
- Auto-Aim no longer targets NPCs who are hidden in bushes
- Fix for “picking up” sound not always playing the next time something is picked up after Thief uses the Sticky Glove
- Fix for issue where during slow motion, people would often be teleported out of a wall before the wall was triggered to be broken
- Fixed issue where player could hire someone and teleport to automatically complete Neutralize missions
- Player can teleport again if Killer Robot is killed
- Gravestones should no longer spawn in the middle of Lakes
- Potential fix for Park loading getting stuck at 87%
- Fix for cases where trash barrels and vending machines could spawn in tight spaces and block the player’s path
- Cannibals cannot be triggered out of hiding by Ghosts
- Fix for AI not pathing properly around Slime Puddles
- Cops get angry at the Thief for using the Sticky Glove on someone
- NPCs who start in an “idle” state will always return to their original position after being lured away
- Fix for NPCs laughing at a Comedian’s jokes if they have teleported halfway across the map
- Fix for issue where player would kill someone, later gain a follower who was aligned with the dead person, and then the follower would be angry at the player upon seeing the dead person
- NPCs are better at determining when to get out of the way of dangerous traps like Fire Spewers when they are in the trap’s direct path
- NPCs stop at Fire Spewers slightly before they start spewing
- NPC followers are especially better at not stepping in a trap’s direct path in their efforts to follow the player closely
- Cannibals are triggered to pop out of bushes by any Hostile person, rather than just specifically “any player”
- Party members who are following the player will walk toward the player’s position when he is not in their line of sight
- If a person A is hostile toward person B and person B is Loyal to the player, person A will only become hostile toward the player if person B is in the player’s party
- If a person becomes Loyal to the player, other people who are loyal to the player will only become loyal to that person if they are a member of the player’s party
- It is now possible to command people who are Loyal to you to attack other people who are Loyal to you
- Prisoners who start the game in Prisons or Police Stations are marked as Guilty if they escape
- Fix for Slaves and Gorillas not following clients in multiplayer games through 2 consecutive elevators
- Fix for Slaves not having full list of commands for Slavemaster clients who brought the Slave to the next level
- Fix for NPCs in a multiplayer client’s party not having the correct relationship to the client when brought to the next level
- Fixed “Death By” not appearing properly when players were Stomped, Chaaarged, or Electro Touched
- Fix for incorrect text appearing when attempting to hire more Soldiers than you’re allowed to
- Changed Park sign text slightly to indicate more clearly that Cannibals are hostile toward outsiders specifically
- Invisible box for status effect text at the side of the screen has been extended to accommodate languages with really lengthy text
- Fix for “Accept Mission” chat announcement not appearing when host accepted the mission
- Fix for issue where items could be retrieved from chests twice if client retrieved the item first
- Fix for Suicide message not appearing in the chatlog when the host ends the game
- Fix for all chests on the client side that contained money, containing exactly $5 instead of the correct server-side amount
- Updated Rewired plugin to 1.1.3.0
- Updated 2D Toolkit plugin to 2.5.8.1
[ 2017-06-16 01:30:45 CET ] [ Original post ]
Whoa, wait a minute, it hasn't been 2 weeks since the last update! I'll be traveling outside the country from June 6 to 11, so I wanted to push out an early update before then. The next update will be on June 15, so it'll be back to the normal schedule. This may look like a lot of bugfixes, but believe me when I say that there are a TON more bugs on my list where these came from. Most of these bugs were found through player submissions. So keep sending those reports!
Alpha 26
Graphics
- Fixed issue with Player 2’s lighting not appearing properly in 3-player or 4-player local coop mode
- Fix for Bushes having bright lighting on client in multiplayer mode
- Fix for stars continuing to appear above the head of a knocked-out person after the Cannibal has eaten that person
- Dizzy stars disappear properly if a person is teleported when they are active
- Fixed issue with Player 2’s buff display not appearing properly in 3-player or 4-player local coop mode
- Fixed issue where highlighted characters could remain highlighted permanently if the player entered the Main Menu or Missions Screen while they were highlighted
- Fix for “targeting” cursor (used when hacking, using hypnotizer, etc.) remaining onscreen after player has died and will soon be resurrected in some way
- Changing filters in server browser scrolls to the top of the browser list
- Poisoned lakes can no longer cause “Paralyzed”
- Killer Robot can no longer be gibbed
- No longer possible to “ice gib” frozen players who have the Resurrect status effect
- Another (hopefully fool-proof) fix for players being warping on top of holes after falling in the first time, causing a falling loop
- Fix for Gravestones not spawning Ghosts or counting towards Vampire unlock when thrown by Wrestler
- Fix for Crushers sometimes being able to damage the player from the other side of walls
- Fixed issue where Crusher was harming the player when it began extending, rather than when it actually hit the player
- Fire Hydrant’s water spray does not push characters back so hard that they can’t walk against the current
- Goodie Dispensers no longer gives Guns and Melee items when the “No Guns/No Melee Weapons” mutators are active
- Fix for Loadout items not appearing in-game when player takes Elevator to higher levels
- Player can no longer quit the game after choosing a loadout item, and take it into the Daily Run
- Cube of Lampey functions properly when Wrestler throws Lamps
- Cube of Lampey no longer spawns items 100% of the time
- Silencer and Accuracy Mod can no longer be used on Oil Container
- Important items such as the Possession Stone can no longer be stolen from a player’s inventory
- Fixed instances where kill profiting devices like Kill Ammunizer could be triggered more than once from the same person
- Kill Ammunizer must restore at least 1 ammo to a gun. There were instances where it would restore 0.
- Ammo Processor can no longer be used on Water Pistol
- EMP Grenade does 100 damage to Killer Robot in addition to Paralyzing him
- EMP Grenades can be used to disarm Door Detonators
- Fix for thrown items bouncing for a frame or two after they are supposed to be destroyed
- Bear Traps in the Park level have a more visible light
- Fix for music notes appearing on random items after Boombox was destroyed
- Boombox no longer continues to play music if it falls into a hole
- Fix for player being able to drop the Cardboard Box while hidden under it
- For for issue where if the player was wearing Hard Hat and Codpiece and removed one of them, they would lose “Resist Damage (Small)”
- Syringes are identified when the player gives the Syringe to a follower and they use it
- Tranquilizer Gun, Shrink Ray, Freeze Ray etc. can be used to trigger switches and other trigger-able things, just as normal bullets do
- Bracelet of Strength effect “Strength +1” replaced by “Strength (Small)”, which also fixes an issue where strength from Bracelet would be added to player’s base strength at the start of new levels
- Fix for equippable items sometimes not giving traits to the player if they were added to the inventory while another item of the same type existed
- Fix for Mixed Drinks not working properly with Water Pistol
- Player armor is not depleted when attacking other players while “damage other players” is turned off
- Player is prevented from using Health items when their health is already full
- Player can no longer be teleported onto Bear Traps and other dangerous items
- When ““No Guns/No Melee Weapons” mutators are active, player will no longer see gun and melee related items, like Silencer and Ammo Stealer
- Fix for certain guns like Flamethrower and Water Pistol still appearing when “No Guns” was active
- Potential fix for NPCs dropping “E_” item sometimes, particularly when “No Guns” and “No Melee” were active
- Electro Touch no longer damages Ghosts
- Electro Touch does 3x damage when the victim is underwater
- Cannibal cannot eat bodies while they are on fire
- Chloroform can no longer be used on Killer Robot
- Fix for Jock being able to move normally while in his “pre-charge, revving up” state
- Fix for Jock taking damage from non-hazardous objects while charging
- Fix for Jock taking excess damage from hazardous objects while charging
- Fix for Jock stopping his charge when near water bodies
- Fix for Jock sometimes jumping in the wrong direction when charging into bodies of water
- Fix for objects’ Destroy function getting called multiple times when Jock charged into the objects, resulting in weirdness
- Jock’s charge attack can destroy Bushes now
- Fix for player losing status effects tied to wearable items after dying and resurrecting
- Cyanide no longer gibs people
- Fix for issue where player would retain super-fast speed when using “I’m Outtie” trait and depossessing as Shapeshifter, or returning to human form as Werewolf
- Fixed player not gaining “I’m Outtie” benefits immediately when entering Werewolf state or Possessing someone
- Kneecapper cannot cause Slow when the player causes harm to themselves
- Kneecapper does not cause Slow on other players when “Damage other players” is turned off
- Status effect-causing bullets do not work on other players when “Damage other players” is turned off
- Shapeshifter possessing an un-transformed Werewolf cannot transform into a real Werewolf, this was causing a bunch of bugs and would have been a pain to program properly. Saving for later.
- Shapeshifter cannot possess a transformed Werewolf
- Shapeshifter is more clear about why they can’t possess certain people
- Regenerate Health When Low will not continue restoring health if the player’s health has reached its max, for example with the Low Health For All mutator
- Being Knocked Out does not result in an immediate Game Over
- When Shapeshifter levels up while Possessing someone, their original body is given the Full Health bonus
- Fix for “No Effect!” being spammed when Killer Robot jumped into a poisoned lake
- As Shapeshifter, players can no longer Possess a person who is being Arrested or Bitten
- Ghost can no longer squash people who are Shrunk
- Fix for NPCs sometimes not attacking objects when their AI dictates it
- Sticky Glove can no longer be used to deflect melee attacks
- Auto-Aim no longer attempts to target certain objects
- Fixed issue where Flamethrower and Fire Spewer could break windows when aiming in the direction of the window, rather than the fire actually hitting it
- Fix for Flamethrower/Fire Spewer damage and knockback being higher than it was supposed to be at times
- Fix for looping weapon sound effects continuing to play if the gun was firing directly before the player was teleported
- Sound effect plays when you try to equip a weapon that is out of ammo, or if the character is unable to equip weapons of that type
- Fix for player death sound effect playing a second time if the player was gibbed after being killed
- Fix for “Death By” and … reading as “E_” if a ghost progressed to the next level, and then a Game Over occurred
- Fix for owners of buildings with bombs in “Find Bombs” missions not being flagged as Guilty
- Fix for item “E_” sometimes appearing as mission reward when No Guns and No Melee mutators were active
- With New Character Every Level, players will not get repeats until all unlocked agents have been used
- Fix for issue in Daily Run where starting character could vary in New
- Character Every Level when the game was restarted after death
- Potential fix for game freezing at times when Investment Banker cleared a floor on New Character Every Level
- Ghosts no longer follow Comedian when they like his jokes
- Potential fix for NPCs being rescued for missions following Ghost players
- Two people can no longer sleep in the same bed (apparently this is a more puritanical city than one might expect)
- Cops do not get angry when you attack dead bodies
- Fixed NPCs refusing to path over conveyor belts in any circumstance
- Fixed issues NPCs were having pathing past Crushers
- Fixed NPCs not avoiding Flame Grates in their pathing
- NPCs will not enter a Flee state after walking onto a Conveyor Belt
- Fix for NPCs having a tendency to walk too close to Killer Plants
- Fix for NPCs not pathfinding around certain obstacles properly in multiplayer mode
- Added note in Laptop description letting players know they can move while hacking
- Changed Strict Cannibal text to make more clear that you can still drink alcohol
- Modified “No In-Fighting” description to indicate that it only applies to melee and bullet attacks
- Fix for Shopkeeper not being able to revive other players
- Added Gameplay Settings menu option “Delete Save Data”
[ 2017-06-02 04:38:37 CET ] [ Original post ]
By popular demand, the Cannibal is now a playable character. For the first time ever in Streets of Rogue, you can enjoy the perks of eating dead bodies. Rejoice. I've also added a bunch of fixes and changes to the Park area. Expect more in the future. But for now..... ....For the next couple of updates, I'll be switching gears to straight-up bug-fixing. Over the past couple of months since the game was released into Early Access, I've been primarily focused on addressing major issues and adding additional content. However, players have been doing an excellent job of reporting bugs to me -- so good, in fact, that if you were to print out my bug list, it would stretch across the United States and back 3 times. That is a lie. But it's still pretty huge.
Alpha 25
Characters
- Cannibal is now a playable character
- Soldier now has proper “Joined” dialogue instead of saying “E_Joined”
- Fix for “E_HireAsProtectionVoucher” appearing when hiring Soldier with Hiring Voucher
- Cannibal no longer has trait “E_Dumb”
- Ambient lighting added to Lakes
- Fix for shadows being visible in Rogue Vision after characters jumped out of water while out of sight
- Fix for shadows being visible in Rogue Vision while characters were underwater
- Fix for light appearing on NPCs hidden in Bushes in Rogue Vision when playing as client
- Fix for weapons appearing behind people’s hair
- Fix for player’s name appearing as “Player (Player)” after Level 1
- Bars and Barbed Wire Fences appear on Minimap
- Fix for minimap not appearing when first starting online multiplayer games
- Glass Walls
- Greenhouse
- Killer Plant
- Well (throwing money in doesn't do anything... yet)
- Barbecue (can't cook things... yet)
- Fireplace
- Player can hide in Bushes by pressing Interact
- Player Ghosts float over water
- Ghosts’ movement is not affected by ice or water
- Characters are better at determining which direction to jump when entering and exiting water
- Status effects added to water bodies last 60 seconds instead of 90
- Computers in certain buildings can be used to poison all water bodies in the level
- No longer possible to teleport directly next to chests in the middle of hedge mazes, or other objects in the middle of outdoor “buildings” for that matter
- NPC vision is blocked by Boulders and Trees
- Trash Cans can no longer spawn in front of Doors and Windows (thanks to the 300 people who notified me about this)
- Fix for not being able to destroy Bush with Flamethrower as multiplayer client
- Fixed collider size on small boulders
- Keys for new building types no longer say “Key (E_…)”
- Bear Trap does 15 damage instead of 20
- Fix for melee hits sometimes not registering
- Added Unlock for Cannibal
- Added Achievement for Cannibal
- “Destroy All” mission type added
- Water bodies spawning near factories may be poisoned with random status effects
- Water bodies spawning near factories may have Slime Barrels nearby
- Fix for Water Pump spawning on top of other objects
- Fixed bug where Graveyards and Hideouts could not appear in Park levels
- Changes to level generation algorithm that allow me to better control the frequency of certain building types
- Elevators can no longer spawn in the middle of Lakes
- Level generation attempts to force each type of Vending Machine (Ammo Dispenser, Sell-O-Matic, etc.) to appear at least once per level
- Fix for party members not wanting to follow the player through Water
- NPCs are better at navigating owned outdoor “buildings” like Hedge Mazes and Caves
- NPCs in a “wander” state now pause for a longer period of time after reaching their destination to allow the player a bit of time to react if they were attempting to sneak by them or something
- Player can no longer command party members to attack Boulders, since they are (nearly) indestructible
- Fix for NPCs continuing to avoid pathing through certain objects after they had been destroyed
- Cannibals hiding in Bushes only pop out if the player is within their line of sight
- NPCs no longer immediately become angry if the player shoots an owned fireproof object with the Flamethrower
- Fix for Home Base Elevator to higher floors not being usable
- Updated to Unity 5.6.1f1
- Updated Rewired plugin to 1.1.2.0
Alpha 25b
- Fixed various issues with Cannibalizing on multiplayer client
- Updated A* Pathfinding Project plugin from an ancient 2-year-old version 3.5.x to younger, hotter 4.0.10
[ 2017-05-26 04:06:31 CET ] [ Original post ]
Yayy, the first iteration of the Park level has finally been added to the game! Bear in mind, it's still very much a work in progress, and and I have more new elements in the works. Not sure people will find the balance of this level in its current state (too easy/hard?), but I'm sure I'll find out soon! If you have suggestions for stuff you'd like me to add, feel free to post them in this thread. And as always, let me know if anything is buggy/broken!
Alpha 23
Levels
- Park Levels 3-1, 3-2, and 3-3 added
- 3 New tracks added (mp3s are available to soundtrack owners)
- Floor 3-1 Ace of La Boots
- Floor 3-2 Do the Gorilla
- Floor 3-3 Don't Stop Movin'! Like Really! Killer Robot is After You!
- Lots of small and large changes made to level generation for Park levels.
- Lamps and Trash Cans are now placed at random instead of being tied to specific level chunks
- Fix for some issues where objects could be spawned in narrow passages that blocked the player’s path
- Fixed a couple instances where fire pits could block the player from achieving objectives
- Water Bodies
- Frozen Water Bodies
- Cabin
- Farm
- Military Outpost
- Hedge Maze
- Cave
- Cannibal NPC
- Soldiers may now appear as NPCs
- Free-roaming Gorillas
- Cave
- Hedge
- Tree
- Bush
- Boulder
- Small Boulder
- Water Pump (needs art)
- Barbed Wire Fence
- Mine
- Fixed issue where Overclocked Generator could not be destroyed after being hit with EMP Grenade
- Added measures to prevent certain things like Fire from damaging the player multiple times within a short timespan
- Active Bear Traps may appear in the environment
- Fix for a change in the previous build, where Rocket Launcher was supposed to have a lower monetary value in Rocket Launcher Chaos, but this instead occurred in Everyone Hates You
- Park President
- Unlock Elevator Access (Park)
- Fix for dark bar sometimes appearing over Win screen
- Fix for human eyes appearing on gorilla faces
- "Slow" reduced from 30 seconds to 20 seconds
- Lots of modifications to allow the AI to deal with new terrain types and objects
- Non-owners will no longer try to walk through owned property, even if the walls have been destroyed
- Game now pauses when minimized
[ 2017-05-13 21:42:19 CET ] [ Original post ]
Some bad and good news! The bad news: This week's update will be delayed a couple of days until Saturday May 13th. The good news: It will contain the first iteration of the Park level! I was hoping to have this ready for Thursday, but there are still some kinks that need to be worked out, so I'll need a bit of extra time. That is all, apologies for the delay!
[ 2017-05-11 02:46:18 CET ] [ Original post ]
As I mentioned in the previous update, this week's update is relatively minor. It's mostly bugfixes relating to the Industrial content that I added in Alpha 22. Most of my time has been spent on programming for the upcoming Level 3, the "Park" area. Bodies of water are now possible in the game, and swimming is working quite nicely. I want these levels to have a much more open, less claustrophobic feel to them, to give players a nice mid-game change of pace before the more city-oriented Levels 4 and 5. I can't promise that Level 3 will be playable in the May 11th update, but definitely the one after that. In the meantime, I'm still taking suggestions for the Industrial and Park areas. And as always, let me know if anything is horribly broken in this build, so that I can hotfix it!
Alpha 23
Characters
- Fix for NPCs sometimes not coming from one level to the next
- Players can no longer move by attacking when Paralyzed
- Reduced Shapeshifter’s Depossess cooldown from 10 to 5
- Noise created when Vampire bites someone is softer, essentially reverting one of the changes from the previous version.
- Rocket Launchers have a much lower monetary value when Rocket Launcher Chaos is activated
- It is easier to find Cigarette Lighters
- Fix for “E_” items dropping from NPCs when “No Melee Weapons” and “No Guns” mutators are activated
- Saw Blades, Crushers, Mine Carts and Refrigerators no longer harm ghosts
- It should no longer be possible for Floor Switches, Saw Blades, etc. to spawn outside buildings
- Fix for Ghost not being able to pass through extended Crusher
- Fix for sound effect of Crusher extending sometimes not playing
- Fix for Mine Cart tracks not always appearing
- Fix for Saw Blade light continuing to appear after the object is destroyed
- Fixed issue where Crusher could continue operating after its wall was destroyed
- Fixed Fire Spewer not functioning on client side during multiplayer games
- Saw Blades no longer appear at extremely narrow gaps, since the AI won’t be able to deal with it well
- Increased hitbox size on Mine Cart
- If important items are knocked into incinerators, they will be teleported out
- Fixed issue where players could be teleported on top of Flame Grates
- Water from Fire Hydrant doesn’t knock the player back as far, preventing situations where the player can get stuck
- Toilet causes water explosion when destroyed
- Robot no longer has the good sense to stop moving when there is danger ahead, such as a mine cart about to go by
- NPCs will no longer try to use the Oil Container as a weapon
- Robot can no longer take damage from certain status effects such as Cyanide
- Fix for a number of instances where “trap” objects could be positioned improperly
- Fixed instances where Objects were placed in spots where they could be accidentally set on fire by conveyor belt objects
- Added Camera Speed option to prevent camera from following target
- Fix for Gamepad 3 and Gamepad 4 buttons on Control Settings screen not working properly when clicked with mouse
- Fix for multiplayer client sometimes not being able to hack or otherwise target in a similar manner when using the gamepad
- When using hacking target with gamepad, frame rate does not affect movement speed
- Fix for certain types of bullets not always having correct lighting
- NPCs are better about knowing when to flee burning buildings
- NPCs don’t stop at mine cart tracks when fleeing
- Stove removed from Tutorial, since it can now burn the walls down
- Rocks do not do damage during the tutorial, since the player was able to kill the Tutorial Giver
- Fix for players dying after other players had entered elevator, and entering the next level as a non-ghost with 0 health
- Fix for some instances of “purple worm E_ man” appearing, particularly in Home Base
- Updated Unity engine to 5.6.0f3 from 5.5.2f1, and fixed a bunch of new bugs stemming from the upgrade, most of which were related to the physics, UI and animation systems. The engine upgrade could mean a few things. From Unity’s patch notes:
- “Improved stability when running on less-than-reliable network conditions”.
- “The internal 2D contact processing system has been completely rewritten providing a more robust and reliable reporting of contacts, ensuring correct Enter, Stay & Exit callback state under all conditions.” This could hopefully reduce or eliminate cases where characters are hit through walls without breaking them.
- Particle effect performance is apparently improved.
- Updated 2D Toolkit plugin to 2.5.8
- Updated Rewired plugin to 1.1.0.0
[ 2017-04-27 22:33:00 CET ] [ Original post ]
If you haven't played The Investment Banker yet, here's how you properly do it:
https://www.youtube.com/watch?v=N3kKOaNlIJc&feature=youtu.be
What's your favorite class right now?
[ 2017-04-21 20:39:14 CET ] [ Original post ]
Industrial
The bulk of today’s update deals with new content for the Industrial levels. Admittedly, I bit off a little more than I could chew. Basically, I started working on a whole bunch of new content at once, and wasn’t able to finish all of it before this week’s update. There have been some significant updates to the Industrial levels, but I’m by no means finished with them. At the very least, this should give you a clearer idea of the direction I want to go with this part of the game. I’m still open very to suggestions if you’ve got ‘em. Also, please report any new bugs you find with the new content, because I'm sure there are a bunch...
Park
I’ll be starting work on the Park levels very soon. They’re essentially the game’s version of the grassy/outdoor theme. The next bi-weekly update might be a fairly minor one, because I’ll be knee-deep in prepping these new levels. It might be a couple of updates before they’re officially “open for business”. Taking suggestions now!
Balance
There are still a bunch of modifications I want to make based on the feedback from the previous update. I only had time to buff the Vampire a bit for this update.
Alpha 22
Art
- Factory floor
- Wet (serves no purpose yet)
- Electrocuted (can't do this yet)
- Gas Mask
- Oil Container
- Cigarette Lighter can be used to set oil on fire
- Fix for Killer Robot sometimes getting “non-infinite” version of Rocket Launcher
- Saw Blade
- Mine Cart
- Conveyor Belt
- Tubes that spew objects onto conveyor belts
- Objects spewed from tubes
- Continuous Crusher Trap
- Overclocked Generator
- Non-trapdoor-based holes
- Slime Barrel
- Slime Puddle
- Fire Hydrant
- Indoor flame grates
- Permanently flaming flame grates
- Permanently spewing gas vents
- Oil spilled on ground
- Water spilled on ground (with “expanding puddles”)
- Water projectile
- Crusher does damage as soon as it hits people, rather than having to traps people between it and the wall
- Crusher does 30 damage instead of 40
- Changed collider size of Crusher
- Fixed issue where Crusher would get screwy on clients if they went far away and came back
- Floor trap switches are no longer found in Industrial
- Vampire’s victims no longer get “tapped out”. Vampire gains 1 health for every 3 health he drains from his victim. Victim also emits a louder noise for other people to hear.
- Fix for player’s death method being classified as “Fell in Hole” if this occurred after they died
- Added new Industrial objects into existing buildings
- Industrial factories tend to be filled with Workers and Goons
- Some factories will permanently spawn gas
- NPCs will wear Gas Masks when necessary, if factory is permanently spawning gas
- Mine Cart tracks may now appear in the middle of levels
- Industrial factories no longer have Floor Switch traps
- Oil appears on the ground at random spots in Industrial levels
- NPCs are better at avoiding traps and holes
- Moving Fire Spewers
- Fireball Spitter
- Pipes on walls that spew gas when shot
- Fireball projectile
- Robots that aren't trying to murder you
- New buildings and "level chunks"
- A bunch of other little Industrial modifications
[ 2017-04-14 01:10:19 CET ] [ Original post ]
Today's update features a large bevy of balance changes, some of which are fairly drastic. I don't typically have a lot of time to play Streets of Rogue at length, so a lot of these changes come from listening to community feedback. Keep it up! Let me know what you think of the changes I've made through the forums and the in-game feedback form. Updates Schedule Starting now, I'll be updating Streets of Rogue on a bi-weekly basis, every other Thursday (unless I need to make a hotfix). So, the next major update after this one (Alpha 22) will be released on April 13. You can check out what I'm currently working on over in this thread
Alpha 21
UI / Controls
- Game does not go into slow-motion mode when remotely hacking
- When hacking certain objects that allow for multiple commands, the contextual buttons do not disappear after entering a command
- Auto-aim is slightly smarter
- Fix for issue where it was possible for players to get stuck in walls after returning from ghost form
- Fix for not being able to place some stackable items into toolbar slots
- Cops and other character classes that are walking around levels randomly have a chance to carry guns and other more powerful weapons. This chance is increased as the player progresses in the game.
- Hackers start with 2 Time Bombs instead of 3
- Investment Banker starts with $300 instead of $500
- Destroying Gravestones has a chance of spawning an angry Ghost
- When Wrestler throws certain types of objects, they will inflict status effects upon the person they hit
- Objects thrown by Wrestler have a chance of dizzying the person they hit
- Stove spawns a fire when destroyed
- When hacked, Refrigerator is capable of breaking through walls
- Refrigerator plays proper sound effect when smacking into people after being hacked
- Doors armed with Detonators can now be hacked to disarm them
- Sell-O-Matic and Portable Sell-O-Matic prices for weapons and armor now take durability and ammo into account
- Player receives 100 skill points for “Found Cool Stuff” instead of 200
- Safes no longer have a chance of containing a tiny amount of money
- Winning chances on slot machine are capped at a certain point when using things like the hacking ability and Four-Leaf Clovers in conjunction with one another.
- Added item “Fud”, which is a new type of food item
- Food Processor only produces Fud
- Resurrection Shampoo’s value has been increased from $100 to $200
- Armor Durability Spray’s price increased from $50 to $100
- Cyanide Pill’s price increased from $50 to $150
- Kill Ammunizer only restores ammo for 1 of the weapons in your inventory, selected at random
- Kill Ammunizer and Kill Profiter show status text when giving the player ammo and money
- Water Pistol holds 8 shots instead of 12
- Water Pistol cannot be refilled through Ammo Dispenser or Kill Ammunizer
- EMP Grenades cause Killer Robot to become temporarily Paralyzed
- Doctor is capable of using Tranquilizer Gun and Leafblower, but can no longer use throwable weapons that inflict damage
- Portable Sell-O-Matic gives slightly worse deals than normal Sell-O-Matic
- NPCs have a lower chance of carrying items that are not weapons or money
- Chest Objects have a lower chance of containing multiple items
- Throwing Rocks does damage to people now
- Investment Banker can no longer use Cigarettes to prevent withdrawal from taking hold -- they’re just not strong enough!
- Fix for some NPCs having an item called “E_”
- Vampire’s bite adds 3 health per suck instead of 2. Damage per suck is still 4.
- Vampire’s bite may do a max damage of 20 to a person (+15 health to vampire) before that person is “tapped out”.
- Skinny Nerdlinger now causes certain guns to cause knockback to the player when fired
- Tank-Like cancels out all gun knockback
- Shapeshifter “Possess” ability now has a 10 second cooldown after exiting someone’s body
- Fix for Shapeshifter not being able to possess sleeping people Shapeshifter now has “Antisocial” trait
- If Shapeshifter possesses someone in front of a Neutral NPC, that NPC will become Annoyed
- Werewolf is no longer required to gib people for Bloodlust to activate, he only needs to kill them
- Werewolf’s Lunge ability no longer has a charge-up period
- Added “Unstoppable-ish” trait for Werewolf, which works similar to Tank-Like, but bullets do not cause knockback
- Added “Ultimate Butterfinger-er” trait for Werewolf, which knocks weapons out of people’s hands every time a collision occurs
- Size of Werewolf’s claws increased
- Comedian’s audience has a lower chance of becoming hostile and attacking the Comedian when a joke fails
- Comedian’s audience has a small chance of becoming Aligned instead of Loyal when a joke is successful
- Backstabs can only be performed if the victim is not already in combat
- Added “Master of Disaster” trait for Jock, which gives him a small amount of XP for each object or wall that he destroys
- Thief receives 15 skill points for pickpocketing instead of 10
- Investment Banker’s “Withdrawal” stops taking health from the player at 20 HP (10 with the Low Health mutator) instead of 5
- Radiation blasts occur every 20 seconds instead of every 15 seconds
- Falling bombs produce a more obvious lighting effect to help players better avoid their radius
- In Rogue Vision, fences are always visible, so doors next to fences won’t appear to be floating in a void
- When Low Health mutator is activated, hazard damage from crusher traps, holes, acid, and poison is halved to alleviate the chance of cheap deaths
- In Low Health mode, health items only give the player half the health they normally do.
- Fix for Crusher sometimes appearing at inappropriate times with Rogue Vision turned on In Rogue Vision, fix for out-of-view NPCs’ flashing outlines appearing when using Hypnotizer and other methods where NPCs are being targeted
- Fix for bullet particles sometimes remaining on-screen for clients in multiplayer Rogue Vision mode
- Player is more likely to see 1 of each type of “vending machine” per level (Sell-O-Matic, Ammo Dispenser, etc.), with fewer duplicates
- When a cop starts arresting someone, interactions between that person and other players will cease
- Ghosts deal with solid walls a bit better
- Cops now only attack people who they’ve witnessed attack someone else, instead of just attacking both people. However, if they see two people fighting, they will still attack both of them.
- If cops witness a property owner attacking someone, they will always side with the property owner and attack the other person.
- People employed by Werewolf do not run away when player turns into Werewolf
- Releasing people from prison makes them Loyal toward the player
- After rescuing someone for an optional mission and bringing them to a questgiver, they will remain Loyal to you
- Fix for some of the German translation not appearing properly
- “Acid” is now known as “Sulfuric Acid” to avoid confusion with the drug of the same name
- Mutators are cleared when the player enters the Tutorial
- Fix for Shapeshifter clients losing their extra traits when depossessing
[ 2017-04-01 03:52:49 CET ] [ Original post ]
In this build, we've added a brand new Simplified Chinese translation to replace the previous one. Let me know what you think of it! A Korean translation has been added. I've also reverted the NAT Traversal changes from the previous build, since some people are now having difficulties joining and creating games. I'll have to investigate this further. Balance update will still be coming next week, and perhaps a new versioning system that doesn't involve me going through half the alphabet!
[ 2017-03-26 23:53:40 CET ] [ Original post ]
Today's update includes a brand new Mutator called "Rogue Vision". When enabled, the camera will only display objects and people that are within your character's field of vision, much like a traditional roguelike. It changes up the gameplay in a pretty significant way -- let me know what you think of it, and how it can be improved
Next update will likely be coming late next week. It will be mostly game balance fixes... I have a ridiculous, giant backlog of those to make.
Alpha 20h
UI / Controls
- Now possible to click multiplayer browser headings to sort by their value
- Small fixes to timing when quest completion notification appears
- Fix for game not being paused while “Mission Complete” notification was on the screen after completing optional missions
- Fix for characters sometimes appearing with gorilla head after playing Daily Run
- Chicken nugget appears less potato-like and more chicken nugget-like
- Fix for game freeze that could occur when exiting levels as Investment Banker
- Fix for Giantizer not allowing players to knock down walls if they used it while standing next to a steel door
- Fixed syringe giving NPCs 2 status effects when given directly to them
- Fixed difficulties going through east/west-facing windows
- “Hidden Bombs” disaster does not occur in Sandbox mode since it is essentially a mission
- Fix for banana peels appearing as Optional mission rewards
- Fix for instructions sometimes not appearing directly after killing Shopkeeper
- Added “Rogue Vision” mutator: You can only see people within your character’s line of sight
- In “Everyone Hates You”, people who are normally aligned with you remain aligned
- Killer Robot does not run out of ammo during Rocket Chaos mutator
- Fixed “New character every level” not giving people access to all characters during Daily Runs
- Time-based disasters such as Radiation or “Find Bombs” will not spawn when the player has activated a time-based mutator
- Updated localization files with some new text
- Twitch integration can be used in multiplayer games
- Updated NAT Traversal plugin
- Fix for clients not being able to properly give items to NPCs
- Fixed NPC text sometimes appearing in the wrong language when playing with someone from a different territory
- Fix for pick-uppable items not flashing on client
[ 2017-03-25 07:09:13 CET ] [ Original post ]
The Wrestler is a strong fella that doesn't really know how to use computers. But that's okay, because computers are bulky enough to be used as powerful projectiles.
Checkout the trailer:
https://www.youtube.com/watch?v=vwwr6E5bTWo&feature=youtu.be
[ 2017-03-23 11:42:08 CET ] [ Original post ]
Yep, still fixing major/common bugs! Note that your control bindings will be reset when you start this build. I special note to Chinese players: We recognize that the Chinese language translation was.. less than ideal. So, we've got a new one in the works, probably coming in the next week or so!
Alpha 20g
UI / Controls
- Potential fix for game starting with black screen and “New Text”
- Potential fix for game occasionally freezing when displaying “Quest Completed” messages
- Added more controller calibration options so players can set dead zone, sensitivity, etc.
- Players can now rebind the Attack and Special Ability buttons on the gamepad (RT and LT).
- Ultrawide resolutions should appear in the graphics settings now if your monitor supports them (let me know if they don’t)
- More interface changes to accommodate Ultrawide users
- Fix for issue where characters could disappear and then reappear at the very corner of the map, introduced along with last update’s “people can’t get stuck in walls” fix
- Fixed NPCs taking damage while in Elevator during Radiation levels
- Fix for “Time Limit + Time Bonuses” not unlocking
- Fix for some instances where characters could appear stuck between an object and the wall
- Fix for Rescue missions appearing more often than they were intended to
- Another potential fix for “Freeze at 100%”
- Quick-Health button will always use health items during “Low Health” mutator
- No longer possible to use the Item Teleporter while in ghost form in Sandbox mode
- Fix for end-of-level time limits being shorter than stated in the text (example: “You have 30 seconds to exit the level” only gave the player 10 seconds.)
- Fix for “Everyone Hates You” mutator not affecting clients
- Players are required to enter password when invited to password-protected matches
- Fix for clients being able to close host’s menus
- Improvements to how canceling during load works as client
- Set up the basis for retrieving multiplayer game ping on matchmaking screen (still needs testing before I add to the UI)
- Fixed clients not receiving skill points for stealing items from chests
[ 2017-03-22 05:40:42 CET ] [ Original post ]
Lots of fixes -- Notably, 21:9 support has been added (edit: won't be available until next build unless you force it, see here), and a bunch of the multiplayer disconnect issues (where a person's avatar did not leave the game after they were disconnected) may be cleared up now.
Alpha 20f
UI / Controls
- Gamepad targeting movement (i.e. using hacking tools, telling people who to attack, etc.) slowed down a bit
- Added failsafe for people getting very far in Endless and not having any more traits to pick
- Fix for people getting very far in endless and banana peels appearing as rewards
- Potential fix for Twitch vote staying on the screen after it has completed
- If the player chooses Industrial through the Mysterious Elevator and dies, they will start at 2-1.
- Fix for Unlocks not working in Home Base if Sandbox mutator is activated
- Fix for stackable items sometimes changing position in the inventory when a new item of that type was picked up
- Fixed ability to duplicate items when the player’s inventory is full
- Added better 21:9 Widescreen support so you can actually see the whole interface (edit: won't be available until next build unless you force it)
- Added simple command line parameters for fullscreen and windowed: +fullscreen and +windowed
- When blood is disabled, players who are gibbed will simply disappear in a puff of smoke
- Fix for characters sometimes appearing weird in Daily Run after the player had done a normal run
- Fix for Shapeshifter being able to use weapons after possessing people who weren’t capable of using them, and subsequent weapon wheel weirdness
- Gave Killer Robot some potential drops. These are just temporary, I’ll change this later!
- Fix for Werewolf sometimes losing his transform ability after dying in multiplayer
- Fix for players not punching when affected by Rage Poison
- Fix for characters getting stuck inside walls
- Fix for “Time Limit + Time Bonuses” not appearing on Mutators menu
- Level timer begins when level has finished loading entirely
- Fixed Killer Robot not punching if he loses his ammo
- Fixed rare freeze when spawning Killer Robot
- Character Select screen no longer shows E_ in circumstances where the player will not start off with any items due to mutators that they’ve applied
- Added text to indicate more clearly that Save and Quit exists
- Sandbox text indicates that you can’t unlock things in this mode.
- Localization files updated
- Fixed issue where player could teleport to the beginning of the level after destroying the generator, allowing them to get stuck
- Added another method of checking for disconnects. This will hopefully alleviate issues where someone disconnects and their character remains in the game.
- Added 60 second timeout when host exits level. After completion, everyone will be teleported to the elevator.
- If someone remains on the character select screen for too long when other people have finished the level, the straggler will be kicked from the game.
- Clients quitting manually and kicked players are forced out of the game more quickly and using a modified algorithm
- When kicking, no longer necessary to use proper capitalization in the player’s name
- Fixed some instances where player could enter the game as a horrific purple lollipop monster thing
[ 2017-03-19 05:36:02 CET ] [ Original post ]
We all know you've been loving the Gorilla. So we made a trailer for it!
https://www.youtube.com/watch?v=JEhWcFPIyBQ
Let us know in the comments which class should get its own trailer next!
[ 2017-03-16 14:07:21 CET ] [ Original post ]
More fixes! If you were having issues getting your gamepad to work past the main menu, try this build, because I may have a fix. Also, I've added a Region Select to the multiplayer game browser -- so if you're having trouble finding games in your region, you can expand to view all worldwide games. I also posted a brief summary of what I'll be working on in the coming weeks.
Alpha 20e
Graphics
- Fixed last build's addition of "miniature health pack"
- Potential fix for some players not being able to use gamepads past the title screen
- Potential fix for some players not seeing gamepad button icons properly within in-game instruction texts
- Fix for being able to scroll “details” text in local coop scrolling menus out of its box by using the d-pad
- Now possible to use d-pad on scrolling menus in local coop
- Fix for being able to accidentally return to home base if ‘Q’ was pressed after dying as Shapeshifter in while in someone else’s body
- Fixed characters appearing with wrong heads on Character Select after achieving new unlocks
- Fix for “Addict” trait not appearing for Investment Banker on Character Select
- Players who are knocked out are revived in 10 seconds, and no longer need someone else to revive them
- If the player triggers achievements while Steam is not online, they will be triggered when the player goes online and starts the game
- Added limit of 50 nuggets that the player may possess at any time
- Possible fix for game occasionally getting stuck at 100% on loading screen
- Fixed being able to break the tutorial by hitting bouncer into lasers
- Fixed yet another tutorial exploit where you could get an extra Wall Bypasser if you used the first one in just the right spot
- Possible fix for game occasionally getting stuck at 100% on loading screen
- Fixed being able to break the tutorial by hitting bouncer into lasers
- Fixed yet another tutorial exploit where you could get an extra Wall Bypasser if you used the first one in just the right spot
- Added Region setting to make it easier for people to find games
- Fixed clients not being able to bring party members between levels during online play
- Fixed player 4 not being able to bring party members between levels during local play
- Fix for not being able to create or join games after pressing Esc while on the Loading screen
- Fixed some instances where client could connect and choose a character, only for it to say “Waiting for host to select a character” when he already had
- Fix for scenario where clients could screw up the host’s game if they quit at the exact right time while the level was changing
- When clients quit manually, they are removed from the server immediately
[ 2017-03-16 05:22:49 CET ] [ Original post ]
What happened to 20c, you ask? Well, I actually posted it last night. It included a fix for the large amount of multiplayer desyncs people were having. Based on the feedback I've gotten, it seems to have worked pretty well.
Alpha 20d
Graphics
- Changed appearance of Health Pack so that the Red Cross won’t throw a fit
- Added “Online” option to Home Base “Co-Op” character
- Nugget display appears at the corner of menus to make your nugget count more obvious
- Devlog button now links to Steam news
- Tutorial is now accessible through a more obviously placed character in the Home Base
- Wrestler now appears properly in the Home Base
- Fixed tutorial exploit that allowed the shopkeeper to open the locked door
- Now possible to unlocks Assassin if you anger someone (just not make them hostile)
- Reduced number of drinks to unlock Bartender to 10
- Fix for game sometimes freezing if you unlocked something while simultaneously completing a mission
- Fix for unlock notifications sometimes staying on the screen permanently if activated at the end of a level
- Unlock notifications are non-skippable to prevent people from missing them
- /teleport can no longer be used in the Home Base
- Fix for user’s Fan Translations setting not being saved properly
- No longer possible to receive certain items that have not been properly programmed for multiplayer
- Fix for players being able to keep some status effects permanently between levels if exiting with 1 second left
- Fix for one of the Unlock items not actually being unlockable
- Fix for clients not being able to unlock certain end-of-level unlocks in multiplayer mode
- Fix for some end-of-level unlocks not triggering when completing the final level
- Fixed other people being “Aligned” or “Hostile” toward the player in Home Base
- Fixed Chinese text appearing too small in certain spots
- “Rewarded” text now appears in the appropriate language
[ 2017-03-14 07:03:58 CET ] [ Original post ]
Hey all!
Fantastic launch! I couldn’t be much happier with how things have gone so far. A big THANK YOU to everyone who's taken the time to try out the game.
As with any launch, this one is not without its hiccups. At the moment, I’m receiving an overwhelming amount of feedback from players -- which, don’t get me wrong, is a very good thing -- but it may take a bit of time to sort out all of the issues that people are having. Please bear in mind that I’m the only person developing this game, and the player base has just now expanded to a level that I wasn’t anticipating at this stage of development.
While the game was in open beta for a years and a half prior to its Steam Early Access release, this huge influx of players has resulted in the discovery of a whole lot of new bugs, some of which are “showstoppers” for a portion of players. I’d like to get as many of the really egregious bugs sorted out before I start creating new content for the game and making major balance changes.
I've just released a small update that fixes some of the issues that players have been reporting to me. Here are the patch notes:
Alpha 20b
UI / Controls
- Fixed “Accept” button text not appearing on the Missions screen
- “Host” filter for multiplayer games now works properly
- Added filter for Locked multiplayer games
- Text on Character Select screen fits better in all languages
- Twitch username and channel name are forced to lowercase to prevent mistakes
- Potential fix for incorrect keys appearing during instructions/tutorial
- Gorilla can now talk to people in the Home Base
- Fix for instance where you could break the tutorial with the Wall Bypasser
- Fixed instance where you could break the tutorial by hitting the rock to an unreachable position
- Banana Peel unlock now works as stated in the description (you need to kill someone with the banana peel)
- Possible fix for issue where players could get “Withdrawal” and “Feelin’ alright” at the same time
- Game no longer attempts to manually set the resolution to 1024x768 windowed mode directly after starting.
[ 2017-03-12 04:38:27 CET ] [ Original post ]
Surprise! Streets of Rogue is now live, available for everyone, and you can play it FOR FREE this weekend! Tell your friends!
https://www.youtube.com/watch?v=BadKmGOu5pQ
The Free Weekend expires on Monday at 10am Pacific time.
Enjoy, and let us know what you think on the forums!
http://store.steampowered.com/app/512900/
[ 2017-03-10 17:24:34 CET ] [ Original post ]
Streets of Rogue is Now Available on Steam Early Access and is 10% off!* To celebrate launch, the game is offering a FREE Weekend until Monday at 10am Pacific.
Fight, sneak, and hack your way through randomly generated cities. It's like Nuclear Throne meets Deus Ex, mixed with the anarchy of GTA. Rogue-lite meets immersive sim, and goes completely insane.
If you already have Steam installed, click here to install or play Streets of Rogue. If you don't have Steam, you can download it here.
*Offer ends March 17 at 10AM Pacific Time
[ 2017-03-10 17:08:00 CET ] [ Original post ]
Roguelike & Co-Op fans rejoice, Streets of Rogue is coming at you this Friday, March 10th, featuring up to 4 player online multiplayer!
https://www.youtube.com/watch?v=BadKmGOu5pQ&feature=youtu.be
By popular demand, Streets of Rogue is launching in the following languages:
- English
- Russian
- French
- German
- BR-PT
- Spanish
- Simplified Chinese
- Korean
[ 2017-03-07 17:58:21 CET ] [ Original post ]
Introducing Alpha 14! This is a smaller update that introduces the Werewolf character. Matt explains what this character is all about in this vlog video:
https://www.youtube.com/watch?v=gv5L7rFxX28
Download Alpha 14 here - http://streetsofrogue.com/
We're working on an exciting new feature that'll get Streets of Rogue closer to the final game. Don't forget to Wishlist on Steam.
Full devlog - http://streetsofrogue.tumblr.com/post/151944446050/alpha-14-spook-tacular
http://store.steampowered.com/app/512900/
[ 2016-10-18 10:02:46 CET ] [ Original post ]
Steam Page Live
We finally have a Steam page! From now on all feedback will be consolidated on the Steam Forums -- join in! First off, would you kindly add Streets of Rogue to your Steam Wishlist http://store.steampowered.com/app/512900/
Alpha 13 Out Now!
Alpha 13 is now available for download for like everyone! Let's run through the exciting new features
Twitch Integration
Twitch Integration can be enabled in settings, and allows viewers to mess with the streamer in 3 different ways. 1. Vote which character traits will be available for upgrades 2. Vote which disaster occurs on a level 3. Vote on which quest rewards are received This facilitates fun and engaging livestreams, and we look forward to seeing people play!
Introducing the Investment Banker
The Investment Banker is a brand new character. He's rich and can bribe everyone. But he also has a problem -- he's addicted to drugs.... all of them. While you can bribe everyone on the level, you have to constantly keep on buying drugs, otherwise your health goes down. Withdrawals and side-effects are guaranteed for a fun time.
Full Video Update Log
https://www.youtube.com/watch?v=G7iEhuQkNnY Download Alpha 13 here - http://streetsofrogue.com
[ 2016-10-07 17:20:26 CET ] [ Original post ]
🎮 Full Controller Support
- Streets of Rogue Content Linux [239.42 M]
- The Making of Streets of Rogue
- Streets of Rogue - Character Pack
Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.
In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment.
- Will you play as a soldier who shoots first and asks questions later?
- A stealthy scientist who uses chloroform and tranquilizer darts to silently take down the opposition?
- A genial bartender who can talk his way past the most intimidating of guards?
- Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?
The Mighty Feature-List
- Play the game YOUR way! Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered!
- Random world generation and TOTALLY EXTREME gameplay variety means you can play for 600 hours and not get bored! Seriously though, go outside!!!
- Super-advanced artificial intelligence that won’t put up with your crap! Outsmart these virtual humans and feel superior to your computer!
- Play as over 40 types of characters (in the final version)! Bartender, scientist, hacker, gorilla — hey, your job is probably in there too!
- Stupidly huge number of items (in the final version)! Shrink rays, hypnotizing devices, boomboxes, bear traps, food processors.. Oh, and guns too.
- 2-Player cooperative mode lets you brutalize goons AND loneliness!
- Lead a gang, free slaves, drink beer, gib ghosts, become a vampire, shrink people and stomp on them. The most insanely varied game ever made.
- OS: Ubuntu 12.04+
- Processor: Intel Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
- Storage: 350 MB available space
[ 6132 ]
[ 2625 ]