Streets of Rogue cover
Streets of Rogue screenshot
Linux PC Mac PS4 XONE Switch Steam Gog
Genre: Shooter, Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie

Streets of Rogue

Post-Launch Update & New Patch!

Hey all, thanks for a kickass launch! Response to the game has been almost universally positive, just really great vibes all around. It’s been a hectic-but-fun week and a half as I’ve been scrambling to track feedback, fix bugs, do interviews and promotion, respond to emails, and occasionally, eat and sleep.

For the game’s early access period, I released new builds every two weeks. Post-launch, I’ll 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. I’m not exactly sure when the next build will be released, but it’ll probably be at least a few weeks if I can actually force myself to take the short break I’ve been planning :p

For anyone playing the game on consoles, this version will be the basis for the next console patch. In addition to what’s 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 "What’s 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


UI / Controls

  • 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


Playfield Objects

  • 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


Items

  • 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


Status Effects / Traits / Special Abilities

  • 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 Banker’s Feelin’ Good after depossessing


Combat

  • 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


Missions

  • Fix for cases where player was assigned to neutralize a Zombie


Mutators

  • 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


Level Generation

  • Cannibals will not spawn in bushes during Radiation Blast levels


Artificial Intelligence

  • 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


Text

  • 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


Tutorial

  • Fix for rare cases where player was able to knock Bouncer through a wall

Streets of Rogue out now on Steam & consoles



Streets of Rogue is out of Early Access! That’s 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. I’m 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, you’re getting the full Streets of Rogue experience!



THAAAAAAAANKS!


I’ve 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 don’t want to see in the game… It’s like having a massive QA team and a whole crew of game designers, which didn’t 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 can’t overstate just how much I appreciate your efforts.

What’s New?


If you haven’t played Streets of Rogue in awhile, you may be surprised at just how much the game has changed and expanded. I’ve 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 I’ll just put it this way: It’s 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. There’s a lot of game in here.

What’s next?


Here’s 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 don’t go nuts
  • Start working on new features and content for the game: Characters, Items, Traits, etc.

My only major plans for the immediate future are “more Streets of Rogue”, so stay tuned!

The Making of Streets of Rogue


I’ve just released a new DLC that includes around an hour of developer’s 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


Mutators

  • 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.


Graphics

  • Fix for NPCs sometimes facing the wrong direction after teleporting
  • Fix for custom characters having incorrect body sprite when dancing


UI / Controls

  • 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 can’t 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


Items

  • 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


Status Effects / Traits / Special Abilities

  • 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 +


Stats / Unlocks

  • Fix for cases where player would not receive “Found Cool Stuff” bonuses while using gamepad


Big Quests

  • Fix for Slum Dweller only being charged $40 for the Big Quest payments in Quick Game mode


Artificial Intelligence

  • 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


Text

  • Fix for Radiation Blasts description stating that the blasts are every 15 seconds instead of 20
  • Bouncer speech won’t reference wanting money or alcohol in their dialogue unless they are willing to accept it


Tutorial

  • 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



https://store.steampowered.com/app/512900/Streets_of_Rogue/

Happy Streets of Rogue’ing everyone!

<3 Matt

Final Beta before Launch!

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 didn’t 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 let’s 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 you’ll fail much higher than you otherwise would have!

For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.

Last update’s “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


UI / Controls

  • 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 wasn’t 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


Playfield Objects

  • 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


Items

  • 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 Phone’d 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


Status Effects / Traits / Special Abilities

  • 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 player’s 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


Combat

  • Fix for player being able to teleport while their opponent is tripping on a banana peel


Sound

  • 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


Stats / Unlocks

  • 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


Big Quests

  • Extra Gorillas for Gorilla's big quest are not spawned in Mayor Village


Mutators

  • 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


Level Generation

  • 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


Artificial Intelligence

  • 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 Cop’s 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 player’s 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


Text

  • 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


Other

  • Added new desktop icon, added icons for Mac and Linux


Beta 80b



  • Fix for NPCs not always turning into Werewolf

Summer Sale & Price Increase

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 game’s base price will go up from $14.99 to $19.99 MSRP. So, just a heads up for anyone who’s 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 don’t miss out!

https://store.steampowered.com/app/512900/Streets_of_Rogue/

Streets of Rogue coming July 12! PC & Consoles



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 aren’t 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 there’s plenty more to come!

Wishlist & Follow the Steam Page



https://store.steampowered.com/app/512900/Streets_of_Rogue/

Beta 79

We’re 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 "What’s Being Worked On" post on the forums.

This update’s “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 player’s vision range in Rogue Vision mode
  • Fix for Slavemaster's eye color not being change-able


UI / Controls

  • 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


Playfield Objects

  • Fix for hitbox issues with bullets when standing too close to a large boulder and tree


Items

  • 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)


Status Effects / Traits / Special Abilities

  • 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 Shapeshifter’s 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


Combat

  • 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


Sound

  • 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


Stats / Unlocks

  • 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


Missions

  • Fix for some cases where player would receive a mission involving people he was initially aligned with


Big Quests

  • Hacker can teleport after installing malware if all Cop Bots in the level are dead


Disasters

  • Player can teleport during Zombies disaster if all Zombies are dead
  • Player can teleport during Lockdown disaster if all enforcers are dead


Level Generation

  • Levels are generated using a new method that ties into the internal level editor I’ve been developing, and should result in very slightly faster loading
  • Changed spawn rate of initially-peaceful ghosts in graveyards


Artificial Intelligence

  • 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 NPC’s default behavior goes from hanging around a location to wandering
  • Fix for NPCs not always saying dialogue when threatened


Text

  • 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


Multiplayer

  • 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


Saved Games

  • 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)


Other

  • AlienFX lighting should always shut off properly when the game is exited


Internal

  • Work on console-specific stuff
  • Work on changes for free edition of the game
  • Work on upcoming “Making Of” content

Beta 78

I’ve 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. I’ll be making an appearance on it, and we should be announcing an official date. (EDIT: Check the front page of twitch at about 11:30 PST tonight June 9th!)

For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.

I’m expanding last update’s 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 NPC’s 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


UI / Controls

  • 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


Playfield Objects

  • 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 Plant’s head not always being destroyed properly on multiplayer client


Items

  • 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


Status Effects / Traits / Special Abilities

  • 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


Combat

  • 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


Sound

  • 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


Stats / Unlocks

  • 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


Missions

  • 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


Big Quests

  • 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 target’s 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


Disasters

  • War Zone spawns new NPCs at slightly longer intervals, and doesn’t spawn as many total
  • Cannibals in War Zone sometimes carry Axes or Knives instead of guns


Mutators

  • Cinematic slow motion triggers less often in Low Health for All mode


Level Generation

  • 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 player’s starting location


Artificial Intelligence

  • 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 won’t 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 wouldn’t 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


Text

  • 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 can’t, 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


Performance

  • Better performance during UI animations
  • Fix for water/fire sprays taking up too much CPU time under certain circumstances


Multiplayer

  • 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


Internal

  • Work on console-specific stuff

Beta 77

Another batch of bug fixes comin’ atcha! I don’t know how people keep digging this stuff up, but as long as you keep reporting them, I’ll keep fixing them!

I’ll 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 "What’s Being Worked On" post on the forums.

This update’s Fortnight Discussion: Cheap deaths. What are some ways you’ve died that didn’t 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


UI / Controls

  • 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


Playfield Objects

  • 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


Items

  • 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


Status Effects / Traits / Special Abilities

  • 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


Combat

  • 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

  • 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


Missions

  • 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


Big Quests

  • Fix for cases where having a Thief in the party could screw up the Big Quest total counter for other characters


Disasters

  • 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


Mutators

  • 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)


Level Generation

  • Corrected the positioning of several building templates


Artificial Intelligence

  • 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 zone’ers 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 building’s glass wall


Multiplayer

  • 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


Engine

  • Linux version starts in windowed mode on the first run to hopefully avoid startup blue/purple/black-screen issues with certain configurations


Internal

  • Work on internal level editor
  • Work on console-specific stuff


Beta 77b (May 24)



  • Fix for cases where sound effects would not play due to the game window losing focus before sound settings could be configured


Beta 77c (May 25)



  • Player receives notifications upon completing or failing Big Quests (please let me know ASAP if you find bugs with this)
  • Added proper localization for all current achievements
  • Fixed cross-platform cloud saves, these should now be working properly.


Beta 77d (May 27)



  • Fix for lasers being triggered when the player is nearby, which was due to an error in the wall phasing fix I had added
  • Fixed Discord link on the main menu
  • Bunch of other fixes that I'll write up in the next patch notes

Beta 76

Today’s 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 I’ve 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 we’re not quiiite ready to announce it just yet.

For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.

This update’s 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


Playfield Objects

  • 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


Items

  • 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


Status Effects / Traits / Special Abilities

  • 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


Combat

  • 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


Stats / Unlocks

  • 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 player’s 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


Missions

  • Fix for final level being uncompleteable in online multiplayer if the Mayor was knocked down a hole while still wearing his hat


Big Quests

  • 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


Artificial Intelligence

  • 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


Text

  • Fix for Credits button having incorrect text in certain languages
  • Changes to Polish font


Multiplayer

  • 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


Internal

  • Work on level editor (quoting what I posted above: I’m still not 100% sure that this will be available as a modding tool (though it’s something I’ll be considering), but at the very least it’ll allow me to create new buildings more rapidly post-launch.)
  • Work on special version to be demo’ed at events

Beta 75

For the first time in years, my list of bugs and balance fixes that I need to make is actually running fairly low! I’m still waiting on the console certification process to finish up before I can announce a 1.0 release date.

That doesn’t 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. I’m still not 100% sure that this will be available as a modding tool (though it’s something I’ll be considering), but at the very least it’ll allow me to create new buildings more rapidly post-launch.

For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.

This update’s 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


UI / Controls

  • 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


Playfield Objects

  • 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


Items

  • Food and Ammo Processors have limits again (I had forgotten why I had them in the first place, but then… I remembered). However, it’s 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


Status Effects / Traits / Special Abilities

  • 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 host’s 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


Combat

  • 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

  • Sound effect for switching weapons will still play if an error somehow occurs while switching weapons


Stats / Unlocks

  • Vampires will receive “Kill (Rival)” points for killing Werewolves and vice versa


Big Quests

  • Stricter requirements for completing Investment Banker's Big Quest


Mutators

  • Player levels up a bit more quickly during Quick Games
  • Cost to purchase items and services is slightly lower during Quick Games


Level Generation

  • 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


Artificial Intelligence

  • 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


Text

  • New font used when Polish setting is turned on in user-created localizations


Performance

  • Various small fixes


Multiplayer

  • 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


Saved Games

  • Demo version and full version now use separate folders to store data


Internal

  • Began work on level editor (quoting what I posted above: I’m still not 100% sure that this will be available as a modding tool (though it’s something I’ll be considering), but at the very least it’ll allow me to create new buildings more rapidly post-launch.)


Beta 75b (April 26)



  • Fix for player making noise when chloroforming


Beta 75c



  • Fix for error occurring when multiplayer clients with Art of the Deal interact with NPCs


Beta 75d (April 29)



  • Fix for hang when door detonator reaches 0