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 ]
🎮 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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