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 ]
🎮 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
[ 6130 ]
[ 1449 ]