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 ]
🎮 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
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