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

Beta 74

This update includes a new “No Limits” mutator, intended to make the balance more like it was in earlier builds. Which is to say “there are a whole bunch of exploits”. But the people spoke, and I do listen, so here it is! For more details, see the changelog below. I also made some other balance changes to the base game that I think players will appreciate. I'm going to leave the previous Fortnight Discussion topic open for the next couple of weeks, so let me know what you think of this!

In addition, I completed some “Making of Streets of Rogue” DLC content, which will likely be released once the game hits 1.0. This will include a bunch of earlier builds of the game for you to play around with (including some REAL early ones from more than 4 years ago), and around an hour of developer’s commentary in video form. It won’t be free, but it won’t be pricey either. It also doesn’t include anything that affects the game in its current state, so it’ll just be a totally optional thing for anyone interested in how the game was made.

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

Beta 74


Mutators

  • No Limits Mutator - Limitations removed from a number of objects, items and traits to allow for extreme exploits, grinding and min-maxing

    • Sell-O-Matic can dispense infinite money
    • Clone Machine can clone infinite items
    • Slot Machines can be played as much as you want
    • Goodie Dispenser can dispense infinite items
    • Augmentation Booth can remove any trait
    • Slum Dweller can put an unlimited amount of money into the ATM for his Big Quest
    • Barbecue can create infinite Hot Fud
    • Player can toss as many coins as they want into a Well
    • Alarm Button has infinite uses
    • Player can give as much blood as they want at Hospitals
    • Kill Profiter has unlimited charges
    • Safe in Crowds cap removed
    • Confident in Crowds cap removed



Graphics

  • Corrected the shadow offsets for a number of different items
  • Fix for Killer Plant body and head highlighting separately on mouseover
  • Giblets from War Zone NPCs do not spawn in water (for performance reasons)
  • Fix for custom Shapeshifter sometimes appearing without a head after possessing people
  • Fix for shirtless NPCs appearing to have a white body after progressing to the next level
  • Fix for nude NPCs not always appearing nude on multiplayer client after being depossessed


UI / Controls

  • Button image selections added to control settings
  • Item Teleporter scrollbar starts where you left off after closing and re-opening the menu
  • Fix for keyboard player not being able to click object buttons in split-screen mode
  • Fix for Supercop and Upper Cruster not appearing properly on multiplayer client character select
  • Fix for player attacking on a click when the mouse is over the chatlog scrollbar and input field
  • Fix for pressing Start at Save Character prompt in Character Creation opening the main menu
  • Fix for objects sometimes losing camera focus when operating bar is onscreen
  • Fix for issues occurring if the player attempted to name their custom character “UpperCruster” or “Cop2”
  • Fix for skill bar "gained points" text sometimes remaining on the screen indefinitely
  • Player can use scroll wheel to move scrollbar on Stats screen in 3- and 4-player modes
  • Small text spacing fix on Stats screen
  • Fix for selection boxes for players 2-4 not animating properly


Playfield Objects

  • Sell-O-Matic per-level selling limit increased by around $70-$100 depending on the level
  • Player can only use Alarm Buttons a certain number of times per level
  • Fix for Turntables action "Spin Records" not working properly from multiplayer client
  • Fix for elevator saying "Big Quest Incomplete" when possessing an NPC as a custom character
  • Gorillas always have bananas in their refrigerator
  • Fix for Floor Switch appearing in some spots where Crusher is operating continuously
  • Potential fix for rare case where Crusher could hit someone through a wall
  • Fix for cases where the player is not able to turn off security systems from Computer when hazards like crushers, fire spewers etc. still remain


Items

  • Fud Processor and Ammo Processor have infinite uses again
  • Machinegun ammo count increased from 40 to 50 and base value increased from 100 to 110
  • Flamethrower ammo count increased from 80 to 100
  • Fix for Quick-Escape Teleporter occasionally firing when the player was left with 0 health, allowing them to continue playing when they should be dead


Status Effects / Traits / Special Abilities

  • Fix for NPCs who were infected with Zombiism, then fell in a hole, respawning outside the hole
  • Fix for cases where client player could appear as ghost on multiplayer host after being knocked out
  • Fix for NPCs sometimes becoming aligned due to Random Reverence immediately after being depossessed
  • Safeguard against multiplayer client becoming Werewolf permanently
  • Fix for Shop Drops triggering a second time for NPCs who have already become zombies
  • Fix for Killing Time not working with custom characters
  • Fix for non-starting traits being removed when a custom character transformed into Werewolf
  • Fix for multiplayer client’s starting traits not always being added back properly on host machine, when client has just depossessed or transformed back from Werewolf form
  • Potential fix for Werewolf remaining in Werewolf form after becoming a ghost in online multiplayer
  • Water projectiles refill the Water Cannon
  • Fix for Cannibal’s Table Manners trait resulting in cops getting angry
  • Fix for Vampire making cops angry when biting people during Super Special Abilities
  • When Super Special Ability is active, player will not receive character-specific traits at the end of levels since these are redundant
  • Super Special Ability for Slavemaster properly prevents Cops from getting angry
  • Super Special Ability for Slavemaster results in bigger Slave Helmet explosions
  • Fix for Research Gun not actually researching NPCs when Super Special Ability is active
  • Wall Walloper + results in less durability loss from destroying walls
  • Lock and Load restores a higher percentage of ammunition at the beginning of levels


Big Quests

  • Timing on when arsonists may appear for Firefighter big quest has been changed slightly
  • Player will not receive a floor bonus for Firefighter Big Quest if an arsonist did not appear
  • Upper-Cruster NPCs can become Arsonists


Level Generation

  • Soldier NPCs at Military Bases are not removed from a level during War Zone disaster


Artificial Intelligence

  • If the player possesses someone who is hostile toward a questgiver or rescue target, they will not fail the quest
  • Fix for errors setting up relationships which could lead to bigger problems
  • Fail-safe for rare cases where Ideological Clash would affect NPCs that needed to be rescued for missions
  • Fix for NPCs running from player with Fair Game after the player possessed someone and no longer has Fair Game
  • Mayor will not join the player’s party if they like the player’s joke
  • Fix for NPC owners/cops who had become Zombified sometimes not attacking other people when they were too far away from their starting position
  • Fix for knocked-out NPCs being considered a part of the player's party
  • Fix for small error that may occur when an NPC is becoming mutinous
  • Fix for NPC party members teleporting alongside the player after the player has given them a task such as Stand Guard
  • Player cannot bribe Bouncer after enslaving them


Text

  • Modified the description of the Ghost Gibber to include reference to electricity so people won’t be confused why this damages people in water


Multiplayer

  • Potential fix for cases where host player could die, other players could finish the level, and the game would still end
  • Fix for levels not completing correctly when the last player who had not exited the level fell into a hole and died
  • Fix for multiplayer client being able to attack and perform certain other actions while falling into a hole
  • Fix for player health bar reading incorrectly for other players after a Werewolf transformation
  • Fail-safe for rare error when shooting bullets from multiplayer client
  • Levels will not be considered complete if the last remaining player is in a “knocked out” state
  • Fix for cases where a client possessing someone could remain possessing that person into the next level
  • Fix for issues stemming from client being knocked out when time limit to reach the elevator runs out
  • Fix for client reappearing after teleporting or falling into a hole if the time limit to reach the elevator runs out while doing these things
  • Fix for Diminutive players not always appearing diminutive at the start of levels on client


Saved Games

  • Better safeguards against player’s save data being deleted due to a crash or power outage during the save process
  • Removed code that copied player's save data from the its pre-mid-2018 folder to its current folder on launch if it had not been previously copied


Internal

  • Lots of work on console-specific stuff


Other

  • Completed “making-of” DLC content


Beta 74b (April 13)



  • Fix for player 1 not being able to mouse over anything properly in a split-screen coop game. This also breaks the "keyboard player not being able to click object buttons in split-screen mode" fix, but you can still choose object buttons with W, S and E.

Beta 73

This update brings another bunch of new bug fixes, plus -- FINALLY -- Shapeshifter and Werewolf special abilities are available to custom characters!

Some exciting news, Streets of Rogue has finally entered certification for the different consoles! Things seem to be going pretty well so far, and if this keeps up, I might have an actual 1.0 release date for you soon. I hope. Actually, I should probably just keep my mouth shut :p

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

This update’s Fortnight Discussion: The "No Limits" mutator, which will roll back a lot of the balance changes I’ve made over Early Access that were meant to combat exploits and grinding, for people who want to partake in those sort of activities.

Beta 73


Graphics

  • Adjusted hundreds of light sources to look better in “medium” lighting setting
  • Fix for dead body disappearing if Shapeshifter is killed and respawns
  • Fix for Crusher appearing beneath walls when fully outstretched
  • Fix for Saw Blade tracks not appearing properly
  • Fix for face near health bar sometimes having incorrect eyes
  • Fix for people not having dizzy stars if they lose invisibility while dizzy
  • Fix for invisible players not having dizzy stars
  • Fix for other cases where dizzy stars would not appear


UI / Controls

  • Fix for orange quest markers for client Big Quests appearing on host when playing as Thief
  • Fix for credits list speed increasing while the player is chatting in multiplayer and presses spacebar or e
  • Fix for character sheet instruction text going out of boundaries in certain languages
  • Fix for text spacing issue in certain languages on lower-right corner instruction text in character creation
  • Fix for Randomize Appearance on character creation being triggered when player pressed Start
  • Fix for Special Ability display on interface flashing white sometimes when switching abilities
  • Fix for missions screen closing on host when client completes a mission
  • Added option to show a list of players in a multiplayer game with the R3/RT button chat menu
  • Fix for quest notification animations occasionally showing text in incorrect color
  • Fix for incorrect class being selected on Character Select after possessing certain classes and suiciding
  • Fix for player’s debt not displaying accurately when transitioning between levels


Playfield Objects

  • Fail-safe for cases where a player’s interaction with an object was not cleaned up properly
  • Fix for players sometimes getting the option to knock on doors etc. when behind the door
  • Closing outside doors does not produce a noise
  • Failsafe for cases where part of Crusher could remain after it was destroyed
  • Fix for Turrets being able to shoot at people who were not in view of the nearby Security Camera
  • Fix for player not triggering ground-based obstacles when jumping and landing on them
  • Vampire Refrigerators no longer have food and drinks in them, only money
  • Fix for multiplayer client's Sell-O-Matic payouts not counting toward payout total on host
  • Fixed cases where Clone Machine could allow multiplayer client to clone too many items


Items

  • Player cannot pick up items from behind bars, fences, lasers, and barbed wire
  • Fix for Police Baton being placed amongst guns in the weapon scroller


Status Effects / Traits / Special Abilities

  • Possess special ability is available to custom characters
  • Werewolf Transformation special ability is available to custom characters
  • Chaaaarge ability synergizes with Secret Vandalizer
  • Hacker is capable of blowing up any Door Detonator through hacking
  • Fix for cases where player would get a trait that would normally be cancelled out by one of their current traits when using Augmentation Booth to get a random trait
  • Fix for player being able to hit ghosts with Ghost Gibber when they have a trait such as No In-Fighting and the ghost is aligned
  • Characters with Zombiism who also have The Law are not considered Guilty
  • Fix for NPC Assassins being able to cloak themselves after becoming zombified
  • Fix for Former Slave being called Slave after being depossessed
  • Fix for cases where Withdrawal could appear at the same time as Feelin’ Alright in multiplayer games


Combat

  • Fix for rare cases where Hologram could take damage
  • Fix for holograms having collision for a single frame after being spawned
  • Fix for occasional issue destroying fires from multiplayer client
  • Guns may not be fired more than 10 times per second
  • Fix for rare cases where dead NPCs could crush shrunken players
  • Fix for blind spot in collision at the beginning of lunge attacks
  • Fix for certain cases where bullets could be shot through walls with Shotgun


Ending

  • Fix for potential weirdness if a multiplayer client triggered the ending on a slow connection
  • Fix for fires not disappearing, fire hydrants not ceasing to spill water, etc. during ending


Mutators

  • In Low Health for All mode, player loses only 10 health instead of 20 when giving blood
  • Fix for player not losing the game if time runs out in Time Limit mutators while they are teleporting or falling into a hole


Level Generation

  • Fix for movie theater bathroom being considered an "off limits" area
  • Water Pumps will not appear near lakes that are already poisoned


Artificial Intelligence

  • Player cannot interact with NPCs who are Dizzy or Electrocuted
  • NPCs will not become Hostile toward invisible player if affected by status effect projectile
  • Fix for Firefighters aiming at position where fire started after the fire's position changed
  • Fix for NPCs getting annoyed at the player when the player is invisible and throws objects at them
  • Fix for cases where NPCs would not be scared of the player after the player possessed a Zombie
  • Fix for cases where NPCs would not be scared of the player after the player transformed into a Werewolf
  • Werewolf NPCs cannot be scared by other Werewolf NPCs
  • Fix for NPCs getting hostile toward other NPCs for closing a door
  • Fix for cases where shrunken NPCs don't run away from you
  • Failsafe for cases where NPCs would not follow the player when the player is meant to rescue them for a quest


Text

  • Fix for Spanish words in instruction text for Character Select having inappropriate dashes
  • Fix for incorrect looking Russian characters that say "No."
  • Fixed some typos in translations


Performance

  • Bunch of small-to-mid-level improvements


Multiplayer

  • Fix for NPCs not having collision when the multiplayer client has exited the level and is spectating other players


Saved Games

  • Fix for multiplayer host saved game file size increasing every level


Internal

  • Lots of work on console-specific stuff

Beta 72

On March 10th, Streets of Rogue celebrated its second birthday in Early Access, and to celebrate, I have for you…. another batch of bug fixes! :p I also spent a decent chunk of time this update on performance work as well, which will hopefully benefit those of you with low-spec machines -- particularly when there’s a lot of action going on in a crowded level.

Still no release date for 1.0 just yet. I will be keeping you all in the loop on this, believe me I am super eager to report on progress in that area just as soon as I have something solid to tell you. I posted the following as a comment on the previous patch notes:
Step 1: Weed out every remaining console-specific bug. Getting dangerously close to this.
Step 2: Get through certification on all consoles.
Step 3: Announce release date.
Step 4: Rejoice.

This update’s Fortnight Discussion: Things that have changed during Early Access that you don’t like. Go on, let me have ‘em.

Beta 72


Graphics

  • Fix for cases where NPCs could appear to have a normal body and Werewolf head on multiplayer client
  • Potential fix for “spawn” particle effects not always appearing
  • Potential fix for instances in local coop where an NPC turns completely white
  • Fix for NPCs appearing to float in midair after being knocked out on a bed and then punched


UI / Controls

  • Duplicates cannot be added to loadout list in Home Base
  • Prevention for potential duplicate traits at the end of levels
  • Fix for player not returning to the main menu in a “clean” way when pressing Cancel too quickly when starting an online game
  • Fix for NPC health bars not always adjusting properly if the NPC’s health changed while invisible or out of view in Rogue Vision mode
  • Fix for gamepad button images not appearing in tooltip after player has quit the game and resumed a saved game
  • Potential fix for issue where minimap could appear permanently on the screen during 2-player coop mode
  • Fix for orange quest markers for client Big Quests appearing on host


Playfield Objects

  • Fix for local coop issue where objects might become non-interactable for certain players


Items

  • Fix for rare cases where safe combination for a safe would not be in the possession of any NPC
  • Fix for items with multiple add-ons losing all but the first add-on when multiplayer client dies and spills the item
  • Items spilled by the player when they die in multiplayer modes will not appear to bounce (for performance reasons)


Status Effects / Traits / Special Abilities

  • Flesh Feast does not work when attacking Invincible people
  • Fix for people remaining hidden in bushes after being inflicted with Giant
  • Fix for Investment Banker’s Super Special Ability not always triggering on the final level


Combat

  • Fix for people having slightly different hitboxes after dying and returning to life


Sound

  • More consistent timing for drum beat at the end of ending speech
  • Fix for certain NPC sounds not playing when they were out of view in Rogue Vision


Missions

  • Fail-safes for rare cases where missions might not be completeable if an NPC was removed from the game prior to the level finishing loading
  • Fix for rare issue where missions were not being removed from the main missions list properly
  • Fix for cases where mission could appear to be failed in the home base
  • Fix for too many NPCs having markers over their heads in Neutralize All missions on multiplayer client


Election

  • Fix for Riot levels starting with an extremely low Electability score


Big Quests

  • Fix for cases where Big Quest could not be completed due to the target NPC being hidden in a manhole and would not emerge due to being friendly toward the player
  • Werewolf kill counter no longer goes over 5
  • Fix for arsonists not always appearing properly when multiplayer client is a Firefighter


Mutators

  • Fix for player always receiving Banana Peel as a quest reward when No Guns or No Melee mutator is active
  • Fix for Slavemaster not starting with Taser when No Melee Weapons and No Guns are active


Level Generation

  • For user-entered seeds, the game will no longer distinguish between capital and lower-case letters


Artificial Intelligence

  • Zombies and other inhumans will not get Annoyed when they see you enslaving someone
  • Fix for NPCs sometimes getting hostile toward the player when another NPC who was aligned with the first NPC accidentally hits the player
  • NPCs will not become hostile toward the player if the player shoots them with any type of projectile while invisible
  • Fix for NPCs running away from inanimate objects that they were commanded to attack if their health is low enough
  • Fix for NPCs continuing to hack/lockpick/break into windows after completing their task
  • Fix for enslaved NPCs not being submissive to the player if they had injured the player prior to being enslaved
  • Fix for enslaved NPCs sometimes not having their full set of context menu commands
  • Drug Dealers will not take syringes when fighting inanimate objects
  • Fix for cases where multiplayer client could move out of range of NPC they were interacting with, and NPC would still think they were interacting
  • Fix for NPCs not pathing around fires caused by destroying certain objects
  • Bouncers will no longer allow players with Wanted, Malodorous or Suspicious to pay them for entry
  • Fix for cases where NPC could be tranquilized and realize the player did it, but not attack them due to turning the other direction while being tranquilized


Text

  • Fix for credits text on main menu not being aligned correctly in Chinese and Korean versions
  • Fix for “Control Setup” menu text not being translated
  • Fixed a small typo in Slum Dweller English ending text


Performance

  • Levels load more quickly
  • Better performance when lots of NPCs are fighting each other
  • Greatly improved performance hitching in Rogue Vision mode
  • Fewer hitches when spawning new NPCs
  • Fix for scrollbar-related performance drop
  • Fix for small performance hitch when NPCs died
  • Slightly less of a performance hitch when destroying walls
  • Fix for hitches relating to drawing the minimap when ooze expands
  • Various other here-and-there performance improvements


Multiplayer

  • Client will not finish loading levels until host has sent all object data to client
  • Various improvements to the amount of data being transferred


Internal

  • Lots of work on console-specific stuff

BETA 71

Yeah that’s right, BETA. After 70 “alpha” releases, I’m finally calling this thing a beta. To be honest, I probably should have done that a few builds ago, since the game has been feature-complete for 1.0 for awhile.

“But shouldn’t you call it Beta 1?”

Yeah, but I don’t REALLY want to start all the way back at 1, do you? I’ve spent a long time building up that meaningless number! It’s been 3 years and 4 months since Alpha 1 was released! When the game gets out of early access, I’ll probably just keep the number and call it “Version X” instead of “Beta X”.

This update’s Fortnight Discussion: Your Biggest Pet Peeves. Yeah, this is going to be a painful one.

Also, a little plug: Be sure to check out ToeJam & Earl: Back in the Groove when it releases tomorrow! Streets of Rogue got a healthy dose of inspiration from the original Sega release from 28 years ago. It’s like a wayyyy more laid-back sort of rogue-lite that your mom/kid brother/non-gamer significant other can play with you.

Beta 71


Graphics

  • Fix for people not having bug eyes when electrocuted
  • Fix for people not having angry eyes when being enslaved
  • Fix for clones of custom characters having incorrect skin color on multiplayer client
  • Fix for players who are shirtless or pantsless appearing with white skin on multiplayer client
  • Fix for player’s body appearing over scenery if they possess someone while in Giant form
  • Fix for NPCs not appearing to shoot water at wall fires and oil fires on multiplayer client
  • Potential fix for cases where Cop Bot security beams could appear incorrect colors and stay after their death
  • NPCs do not appear highlighted when they are being arrested or enslaved


UI / Controls

  • Fix for game hanging when the user changes their save slot
  • Fix for NPC health bars sometimes being inaccurate for multiplayer client at the start of levels
  • Fix for red buttons on character creation not appearing red after loading a character
  • Traits and items can be disabled in the home base while in local coop mode
  • Fix for Mutators menu not updating properly for other players in coop or online games when a player makes a change
  • Fix for lines on missions screen blocking mouse clicks
  • Fix for certain UI elements sometimes not appearing during camera zooms
  • “Operating…” bar will close immediately if the player dies or is otherwise incapacitated
  • All interfaces will close if the player is teleported or falls in a hole


Playfield Objects

  • Traversing broken windows costs only 7 HP instead of 15 with Low Health For All mutator activated
  • Fix for Alarm Button hacks from multiplayer client not being effective


Items

  • Syringes are available from the Item Teleporter
  • Mood Ring does not appear in the game (it didn’t do anything)
  • Melee and gun accessories will not appear as quest rewards when the No Melee and No Guns mutators are active
  • Ghost Gibber does slightly more damage dependent on your firearms skill
  • Ghost Gibber causes knockback when causing damage on NPCs who are not ghosts
  • Ghost Gibber damages NPCs standing in water or on puddles
  • Ghost Gibber ammo count starts at 250 instead of 200


Status Effects / Traits / Special Abilities

  • Burning Bullets lights people on fire when they die from a bullet
  • Random Reverence cancels out Fair Game and The Law properly
  • Fix for cases in online multiplayer where player could possess an NPC and have 0 health
  • Fix for invisibility not ending properly for NPCs with quest markers
  • Loneliness Killer does not trigger when the player enters a level as a ghost
  • Fix for not being able to enslave NPCs who are already in your party
  • Fix for Shapeshifter’s Super Special Ability to not cause a depossessed NPC or the people nearby to become annoyed/hostile not working in local or online coop modes
  • Fail-safe for cases where Jock could get stuck in a charging state


Sound

  • Fix for “sell item” sound effect playing at double volume when using Sell-O-Matic
  • Fix for “quest failed” sound effect playing after the game has ended


Stats / Unlocks

  • Fix for players who arrest innocents with whom they are aligned not losing XP


Missions

  • Player will not be assigned a Rescue mission if other people in the building of the questgiver are annoyed or hostile toward the person being rescued
  • Fix for instances where NPC owners in mission buildings would not be considered guilty
  • Fail-safes for rare cases where a quest item for an optional quest or the Mayor’s Hat would not register as having been picked up properly by a multiplayer client


Big Quests

  • Wrestler can no longer be tasked with battling Slaves
  • Fix for Jock’s big quest sometimes requiring him to destroy nonexistent objects
  • When the player brings two slaves of the same class to the elevator for the Slavemaster’s Big Quest, only one of the slaves will exit the level
  • Shopkeeper will not be tasked with selling Rocket Launcher when Rocket Chaos mutator is active


Mutators

  • Arena Wrestlers will not receive Rocket Launchers during Rocket Launcher Chaos
  • If the player has a mutator on the daily run, then quits and resumes their game, then dies, any mutators from the daily run that have not been unlocked will be removed


Level Generation

  • Fix for bush clusters spawning in differing formations with the same seed - and by extension, NPCs hidden in the bushes spawning in differing locations
  • Fixed a pathing issue in one of the Arcades
  • Removed a switch trap from one of the Arcades


Artificial Intelligence

  • Player cannot command NPCs to stand on conveyor belts
  • Cannibals and Vampire will cease biting/cannibalizing if they are electrocuted, dizzy, or frozen
  • Slaves will no longer attempt to equip new headpieces while wearing a Slave Helmet, since this would cause them to die
  • NPCs will not wait by doorways for the player to come out when the player is invisible
  • NPCs hiding in Bushes are considered Guilty even if the player hits them before they have a chance to come out of hiding
  • Killer Robot can no longer shoot while tripping on a Banana Peel
  • Player cannot interact with NPCs while they are listening to the player’s jokes
  • If the player is interacting with an NPC and the NPC becomes Annoyed or Hostile, the interaction will end immediately
  • Fix for player not being able to command NPCs to stand in spots where walls had been destroyed
  • Fix for Loyal/Aligned NPCs in your vicinity remaining hostile toward people you are enslaving after you finish enslaving them
  • Fix for NPCs not equipping weapons that they pick up from the ground if they already have that weapon in their inventory and have run out of bullets
  • Fix for NPCs not getting annoyed at other NPCs who are Cannibalizing or Biting
  • Custom character NPCs with Fair Game will not run from other NPCs with Fair Game, or be hostile towards them
  • Fix for prisoners saying “I’m free!” for only a split second after being released
  • Player can no longer command Upper-Crusters to attack due to their cowardice, unless they are enslaved
  • When a Slavemaster NPC leaves a level through an elevator, their slaves will be freed
  • During radiation disaster, NPCs freed from prisons and other people who don’t have homes will run to shelter instead of hanging around outside
  • Fix for cases where NPCs would become hostile toward the player for starting fires when they had not seen the fire and the player at the same time
  • Arena battlers will not leave the ring to investigate loud noises
  • Fix for Cop Bots having difficulty pathing when a level is filled with Ooze
  • Fix for all NPCs in a building sometimes becoming friendly toward the player when the player completed a quest for someone that had no relation to those other NPCs
  • NPCs will not blame the player if the player’s slave dies and their helmet explodes, unless the player is responsible for the slave’s death
  • If the player successfully tells a joke, the recipient will become Friendly toward the player’s party of NPCs, as well as other players in the vicinity
  • Fix for cases where a crime was committed and an NPC would become hostile toward a player who was under a cardboard box, when the NPC was unaware they were under the box
  • Fix for Zombies starting Friendly toward NPCs who are Likeable
  • Fix for NPCs who are annoyed at the player remaining annoyed after being zombified
  • If an NPC steps on a banana peel, they won’t get angry unless the player was in viewing range
  • Player can pay the bouncer an entrance fee at buildings where guards are inside, even if the player is already friendly with the bouncer, in order to make the guards friendly
  • Fix for cases where a party member would not teleport with the player immediately after joining their party
  • Fix for Bouncers spawned from the Clone Machine having the Bribe option
  • NPCs say dialogue when you play bad music on the Jukebox
  • Mobsters and Cop Bots won’t continue to follow you if they are out of vision range
  • NPCs will not pause to listen for noises while standing on train tracks
  • Fix for Slum Dweller not causing a ruckus if you tell them to stand guard first


Text

  • Additions to credits text on main menu
  • Added special thanks section to credits
  • Fix for chatlog text appearing in incorrect language if the player is in an online game with someone of a different language setting, and that player dies


Tutorial

  • Fix for rare case where player could be hurt by second red laser
  • Fix for tutorial NPC telling you the wrong number of people who had died if you knock out the bouncer and then gib him


Performance

  • Fix for frame hitch when opening the minimap with space bar in local coop mode


Multiplayer

  • Fix for cases where players appear as ghost on multiplayer client when they are not actually ghosts
  • Fix for ghosts of players not always exploding on game over in online multiplayer games
  • Fix for discrepancies in visible destroyed walls on client when another client destroys the wall
  • Potential failsafe for players not respawning as ghost in online multiplayer games
  • Improvements to melee combat on client side to make it feel more like offline combat
  • Improvements to flying body discrepancies between host and client
  • Potential fix for cases where a large number of objects would fail to generate on the client


Internal

  • Lots of work on console-specific stuff


Beta 71b



  • Fix for quests not failing properly if the NPC holding the item falls in a hole

Alpha 70

It seems like a massive missed opportunity that Alpha 70 fell on Valentine’s day instead of Alpha 69. Womp womp.

Anyways, here’s a bunch more bug fixes. Lots more coming before launch. Console work is still the main holdup. Keep reporting those bugs. Yada yada yada.

This update’s Fortnight Discussion: World Objects. Everything from fire hydrants to vending machines to turntables. Ideas for new ones? Changes to existing ones?

Alpha 70


Graphics

  • Fix for Zombies not always appearing nude when nude NPCs were zombified
  • Fix for bullet trails of certain bullets continuing after the bullet had been destroyed on multiplayer client
  • Fix for Dizzy Stars not appearing when people are knocked out
  • Fix for NPCs sometimes appearing to face downward on the ground after being killed or knocked out on multiplayer client
  • Fix for some objects not appearing correctly after multiplayer client has completed the level and is observing another player’s gameplay
  • Fix for Giant’s bottom half not being fully covered by water if their time as Giant runs out while in a lake that causes Giant
  • Fix for zombified Gorillas not always appearing the correct color after level transitions


UI / Controls

  • Character Creation menu sorts by name instead of point value by default
  • End Run button on main menu is deactivated when a Game Over state has been reached
  • Fix for issue where dialogue box sound effect could continue playing indefinitely if the player skips the ending
  • Damage for thrown items like Rock and Shuriken appears in the tooltip
  • Fix for cases where players were unable to navigate context menus with W and S keys
  • Text in split screen mode for players 2-4 does not become larger when player 1’s screen zooms out
  • Fix for incorrect tooltip sometimes appearing when moving cursor over items and objects in the missions screen
  • Potential fix for rare issue where game might not properly end if both players in coop mode fall down a hole at the same time


Playfield Objects

  • A wrestler picking an object up will result in an equivalent effect on that object to the power going out and the object becoming non-functional
  • Fix for Jukebox continuing to create noises detectable to the AI after being destroyed
  • Fix for gas staying permanently if the player turns off permanent poison gas via computer and then puts something in a building’s air conditioner
  • Power Box does not turn off lights in outdoor locations
  • Laser Emitter cannot be turned back on if its sister emitter has been destroyed
  • Sell-O-Matic and Clone Machine interface no longer close automatically when the machine runs out of money or materials
  • Train and Mine Cart can only damage NPCs when they are in viewing range of the player, to avoid accidental deaths when the AI is at longer range and not as responsive


Items

  • Cannot knock weapons out of War Zone NPCs’ hands
  • Armor Durability Spray cannot be applied to Mood Ring
  • Fix for player being able to use the Cigarette Lighter to light oil spills on fire from behind walls
  • Fewer cases where the player is unable to light a small patch of oil on fire
  • Gas Mask protects against Dizzy Grenades
  • Fix for inconsistencies between which weapons could be equipped in the inventory, and which appeared in the scrolling weapons list
  • Fix for Shopkeepers having different items for sale if the player possesses and then depossesses them
  • Fix for armor having incorrect durability after being pickpocketed
  • Having multiple pieces of armor on will halve their durability losses when hit
  • Fix for armor in Loadout Machine sometimes having 1 durability
  • Fix for items in Loadout Machine sometimes appearing twice
  • Armor and headpieces can be cloned in Clone Machines
  • Fix for issue where player could receive a duplicate weapon if they shapeshifted into an NPC who had that weapon
  • Quick-Escape Teleporter cannot teleport the player onto a location with an oil spill


Status Effects / Traits / Special Abilities

  • G-P-Yesss is not offered as a trait choice at the end of levels in local coop mode when one of the players already has it
  • Fix for players with The Law not receiving a penalty for stealing items
  • Players with The Law do not receive a penalty for stealing if they have Promise I’ll Return It
  • Players with The Law will lose XP when pickpocketing
  • Above the Law is not removed when players die and turn into ghosts in multiplayer modes
  • Share the Health triggers from health regeneration syringes
  • In character creation, Malodorous no longer cancels out traits relating to number of followers
  • Fix for Blaster Master and Blaster Survivor not working when causing explosions from hacks
  • Player can hit other people with Water Pistol when they have Class Solidarity or No In-Fighting if the Water Pistol contains a helpful status effect
  • When status effects are applied to NPCs hidden in bushes, they are removed from hiding
  • If player receives Resurrection from Shifting Status Effects disaster and dies while possessing someone, the status effect will be removed
  • Fix for players’ trait choices at the end of levels in coop mode removing player 1’s traits


Sound

  • Ambient audio for all objects stops during the ending sequence
  • Fix for issue where game would not play a sound because it thought the sound had already been played on the same frame


Stats / Unlocks

  • Fix for player not receiving credit for causing explosions from hacks
  • Fix for player not receiving “No Guns Used” at the end of levels after using Oil Container or Research Gun


Big Quests

  • Fix for Wrestler fights not being considered “Not Fair” when they should have been
  • Game is more selective when choosing Wrestler targets during Zombies disaster


Mutators

  • Cop Bots’ security beams are no longer visible when the NPC is out of view during Rogue Vision
  • When hacking in Rogue Vision in coop mode, undiscovered objects will appear only when the hacker is in close proximity to the object, instead of every hackable object becoming visible
  • Butler Bots do not get Rocket Launchers during Rocket Launcher Chaos
  • Fix for Killer Plants not appearing fully hidden in Rogue Vision mode
  • Fix for Crusher not appearing fully hidden in Rogue Vision mode
  • If a player leaves the level in an online multiplayer game and becomes an observer, the rogue vision origin point will become the player they are observing
  • Fix for lights from objects appearing too bright on multiplayer client in Rogue Vision mode
  • Fix for being able to target hidden objects and NPCs when commanding NPCs to attack in Rogue Vision mode
  • Fix for Security Cameras not starting their rotation cycle until the player sees them in Rogue Vision mode


Level Generation

  • Fix for vending machines sometimes spawning in different spots in a level despite the seed being the same


Artificial Intelligence

  • War Zone Soldiers cannot be hired by the player
  • When you need to rescue someone from a cell for a mission, they will not be classified as Guilty
  • Butler Bot cannot become annoyed or hostile toward the player
  • If an NPC pops out of bushes or a manhole while the player is walking around under a box, they will recognize that the player is under a box
  • If a player removes a Slave Helmet of another player’s slave, that slave will not become scared of the former slavemaster player
  • Fix for issues that could cause AI to run on inactive NPCs
  • Fix for sleeping NPCs responding to knocks on doors when they have Hearing Blocked
  • NPCs will not sleep while they have word bubbles over their heads
  • Killer Robot will still appear “Hostile” when possessing other NPCs
  • Fix for NPCs thinking that objects they have destroyed intentionally have not been destroyed
  • NPCs no longer observe objects that have been destroyed


Performance

  • Shorter load time when transitioning from tutorial to home base
  • Fire spawning is more efficient, especially when lots of oil spill fires spawn
  • Scrolling menus no longer cause frame rate dips when they have a large number of items


Multiplayer

  • Fail-safes for multiplayer client not respawning as ghost when level changes
  • Potential fix for rare issue where knocked-out client players would not get up
  • Attempted fix for cases where ghost cannot be resurrected
  • Various other failsafes


Internal

  • Significant changes to how player data is stored between level transitions in online multiplayer


Alpha 70b (February 15)



  • Fix for Cube of Lampey not subtracting on multiplayer client
  • Fix for sound effect that plays when changing character selections playing at double volume when using a gamepad
  • Fix for player 2 through 4’s currently highlighted cosmetic choice on character select being affected by their selection on previous menus
  • Fix for selection issues on character creation for players 2 through 4
  • Depossessing NPCs while having “Possessions are Peachy Keen” will make it so that the depossessed NPC will not be hostile toward other nearby players
  • Fix for cases where a player shoots another player with Water Pistol in an online game and does not receive the proper status effect
  • Fix for issue where multiplayer client players would not quick-teleport to the exit
  • NPCs in Arena matches are considered Guilty once the match starts
  • Player will refuse to eat Cyanide pills when attempting to use them from the inventory
  • “Can’t Do” sound effect plays in more instances where player attempts to use an item and they can’t for some reason
  • Fix for NPCs sometimes not having a shadow underneath them when Rogue Vision is activated
  • Fix for Rogue Vision not having proper player lighting in online multiplayer mode past level 1
  • Fix for Rogue Vision lighting sometimes appearing in Home Base
  • Fix for “Alert” state indicator not appearing over NPCs’ heads for multiplayer client in Rogue Vision mode
  • Fix for Elevator sometimes appearing highlighted at the start of levels in online multiplayer
  • Fix for Gorillas sometimes not being counted as “Freed” for Gorilla’s Big Quest when they were zombified
  • Fixed internal errors when NPCs are zombified while charging their special attack
  • Backstabber will always kill people in their sleep, effectively acting like Sleep Killer used to
  • Various fixes for rare weird multiplayer issues


Alpha 70c (February 16)



  • Fix for cases where player could walk through walls and not interact with things when entering a new level after being a ghost in online multiplayer
  • Fix for status text “-Ghost” appearing at the beginning of levels when the player is a ghost

Alpha 69

Woooooo we made it all the way to Alpha 69! HUR HUR HUR!!!

I’m starting to feel like a broken record on these latest updates. The game is still in pre-end-of-early-access polish phase, so here’s another big bunch of fixes for ya, with more likely coming in the next update. For those just tuning in, I’ll be holding back on adding new content for awhile, so as not to “rock the boat” too much while the porting team and I are finishing up the console versions and going through the certification process. New content tends to introduce new bugs, which is exactly the opposite of what I’m trying to do right now. On the plus side, with all this extra polishing time, I think this game is going to launch in a very solid, clean kinda state.

Please continue to report any bugs and balance issues that you come across through the Steam forum or the in-game feedback form, it’s a major help to me!

Still no news on the 1.0 and console release date, but the porting team and I are inching closer by the day!

I’m going to keep last update’s Fortnight Discussion on sequel ideas open for another couple of weeks, lots of cool ideas in there so far.

Alpha 69


Graphics

  • Fix for NPC arms sometimes appearing when the rest of the body is not visible while using Rogue Vision
  • Fix for wreckage sometimes appearing darker/burnt when it wasn’t supposed to on multiplayer client
  • Fix for shadows appearing beneath doors and windows
  • Fix for quest markers above NPCs’ heads sometimes shifting in odd ways on multiplayer client
  • Fix for custom character NPCs sometimes having “side beard” after equipping hats
  • Made some characters’ legs lighter in color so that the animation is more visible
  • Fix (again) for dizzy stars not appearing
  • Fix for NPCs “T-Posing” (I think)
  • Fix for naked swimming NPCs appearing fully clothed on multiplayer client
  • Fix for Dizzy stars not appearing on multiplayer client after the player depossesses someone
  • Fix for opening UI animations being affected by frame rate
  • Fix for the “full beard” hairstyle having missing pixels when viewed from behind
  • Fix for Flaming Barrels appearing to have fire when picked up by Wrestler if the fire had been extinguished


UI / Controls

  • Fix for “Returning Home” text shifting position for multiplayer host
  • Fix for being able to interact with objects while on the missions screen in multiplayer mode
  • Fix for cases where player was able to have the Esc menu open while loading a new level
  • Fix for speed run timer not working properly in online mode
  • Fix for starting button info not appearing in first level if client joins the game in the home base
  • Fix for starting button info appearing in the first level for a second time if the game ends before the player finishes the first level
  • Limited the number of traits that can appear on the left side of the screen
  • Fix for Mayor’s Hat not always having an arrow over it after being knocked off the Mayor on multiplayer client. Same goes for bombs on “find hidden bombs” missions.
  • Fix for Syringe contents reading as “?????” when picked up on multiplayer client if the player had identified them
  • Fix for Thief and Vampire sometimes appearing as Innocent on multiplayer client when they are actually Guilty
  • Starting gamepad button info that appears when you load into the game will show the default control scheme if the player’s gamepad controls are not mapped, rather than showing white boxes
  • Fixed a bit of text placement on scrolling menus
  • Fix for game not returning to main menu when “back” button equivalent is pressed on gamepad while loading
  • Fix for Retrieve Item text appearing over chests during Find Bombs quests on multiplayer client after the bomb had been taken from the chest
  • Fix for interface elements remaining onscreen if they were active when the level ended while the player was a ghost
  • Fix for game potentially getting stuck at the dialogue box while text is appearing
  • Fix for cases where white boxes could appear on the Missions Screen
  • Fix for player character sometimes appearing incorrect in Home Base if the player was playing as a custom character, quit to the main menu, and returned to the Home Base
  • Fix for multiplayer client sometimes not being able to quick-teleport
  • Messages cannot be posted to Twitch chat after Twitch mode is turned off


Playfield Objects

  • Fix for chests sometimes not being interactable
  • Fix for objects not being destroyed after being hacked and exploding while using the Rogue Vision mutator
  • Fix for Wrestler not being able to pick up small Boulder on multiplayer client
  • Fix for Train and Mine Cart sometimes not appearing on multiplayer client
  • Better synchronization of Train and Mine Cart positions between host and client
  • Removed Altar functionality for now, since it’s not finished
  • Security Cam alarm will go off in cases where the player is behind a locked door
  • Fix for Computer and Security Cam alarm sound occurring when the object is destroyed while non-functional


Items

  • Fix for items sometimes not being knocked back immediately after being hit by a melee weapon on multiplayer client
  • Fix for Fud Processor and Ammo Processor not losing charges when using gamepad
  • Shopkeepers are more likely to carry food


Status Effects / Traits / Special Abilities

  • Cannibal Firearms skill raised from 1 to 2
  • Fix for Charge special ability not destroying beds and chairs
  • Distance that the player can stand from their Bite victim is higher on multiplayer client to account for lag
  • Characters with Moocher can borrow money from all types of Clerks
  • Players who have the Antisocial trait will not receive trait choices at the end of levels that involve party members
  • Zombies will no longer receive trait choices at the end of levels that involve guns
  • Player can perform simple interactions with all doors while holding objects using Toss ability
  • Fix for G-P-Yessss not being available from character creation on multiplayer client
  • Player cannot receive Addict when swapping traits
  • Fix for player losing health with Super Special Abilities as Shapeshifter after dying in a host body
  • Player will not drop Slave Helmet after possessing Slave with a full inventory
  • Non-upgraded versions of traits can never be added if the player has the upgraded version
  • Added fail-safes for rare cases when player could lose control of Jock after charging
  • NPCs will not get angry at you for knocking people through walls with Clumsiness Forgiven
  • NPCs will not get angry if you get knocked through a wall with Clumsiness Forgiven
  • Cannot arrest NPCs who have Invincible
  • Jock cannot begin Charge special ability when Paralyzed
  • Fix for Promise I’ll Return It not being applied when picking up items from the ground
  • Player cannot flush themselves down the toilet when they have Giant
  • Vampire cannot bite people while they are being arrested
  • Fix for being able to zombify burnt corpses


Sound

  • Hide Interface sound effect plays when closing character select
  • Sound effect plays when closing feedback form on main menu
  • Sound effect plays when clicking filter headings on multiplayer matches list
  • Sound effect plays when pressing Refresh Matches button


Stats / Unlocks

  • Fix for multiplayer client not unlocking Comedian after slipping on their own Banana Peel and dying
  • Electability can no longer be affected by inanimate objects


Missions

  • Fix for optional missions often not appearing for players who had Malodorous or Suspicious


Big Quests

  • Bartender can serve Beer and Whiskey to people in addition to Cocktails
  • Bartender must serve 5 NPCs per level instead of 3
  • Bartender cannot serve other Bartenders drinks
  • Bartender cannot serve drinks to the same person more than once
  • Fixed an error in the algorithm that chooses the object that a Jock needs to destroy for his Big Quest, that could result in there being too many or too few of that object in the level
  • When using the quick-health button, Bartender will drink Beer and Whiskey as a last resort if they have no other health items to conserve the items for the Big Quest
  • Fix for Big Quest status not being updated at the end of levels if the player was a ghost when the level ended
  • Fix for discrepancies between multiplayer host and client in the number of NPCs that must be Zombified for the Zombie’s Big Quest
  • No more than 4 Generators may spawn per level
  • Wrestler fights are no longer considered “fair” if you throw a Molotov Cocktail at your enemy


Mutators

  • Fix for cursor text appearing for some hidden objects in Rogue Vision


Level Generation

  • Drug Dealers cannot be transformed into Slum Dwellers during level generation if they are the owner of a Drug Den


Artificial Intelligence

  • Being Friendly toward Cops will not make them ignore your crimes
  • Fix for Mayor’s initial activity being “Wander” more often than intended
  • Fix for cases where Slaves would fight their Slavemaster NPCs despite not being mutinous
  • Failsafe for NPCs getting stuck in border walls
  • Thieves will not attempt to steal while in the player’s party
  • When cops see a player who is biting, cannibalizing or enslaving, they will not become annoyed shortly before becoming hostile
  • Player can no longer command NPCs to stand on train tracks
  • If the player tells an NPC to Stand Guard, he can tell them to Stand Guard again in a different spot without having to say Follow Me first
  • NPCs in your party cannot become Annoyed with you
  • Some pathfinding fixes for AI opponents on multiplayer client
  • Party members will not get angry at an NPC who has been challenged to a fight if that person accidentally hits them
  • Fix for NPCs not saying their Flee dialogue when fleeing their opponent in combat
  • More types of NPCs have Flee dialogue
  • Fix for NPCs sometimes becoming hostile toward players who committed crimes outside of their viewing range
  • Drug Dealers and NPCs associated with them are considered Guilty
  • Fix for cases where Cops would become hostile toward the player for far-away explosions that the player caused
  • Fix for players being able to destroy objects that belonged to Cops when out of their view but within hearing range, and the Cops not becoming annoyed or hostile
  • Fix for Cops not getting angry when they see someone Cannibalizing
  • Attacking Comedians in Music Hall will cause owners to become angry
  • Fix for NPCs continuing to sit and listen for jokes after the Comedian has been zombified
  • Fix for being able to ask Zombies for quest items even if they had already dropped the item due to being killed and zombified
  • Upper-Cruster NPCs will not use Alarm Buttons more than once
  • Cop Bots no longer dance for Boombox, though they are still distracted
  • Fix for NPCs not saying “Hey buddy!” on multiplayer client immediately after being spawned through Friend Phone or Clone Machine
  • Fix for depossessed NPCs becoming hostile toward players who were not in view when the depossession occurred
  • Goons and Bouncers in level chunks with missions are always considered Guilty
  • NPCs will not pick up thrown weapons from the floor when fighting multiplayer clients, since throwing functionality does not work very well when NPCs fight clients
  • Fix for NPCs not going back to patrolling or observing objects after being depossessed
  • Fix for cases where NPCs would become Hostile toward the player if he tried to pickpocked them from an odd angle, but would not actually attack or change their behavior
  • Werewolves are always considered Guilty
  • Fix for player thanking themselves for breaking themselves out of jail after possessing a jailed person


Text

  • Fix for “Lock and Load +” not having a proper description
  • A couple of localization fixes


Performance

  • Pathfinding performance optimization
  • Slightly faster level loading due to pathfinding changes


Multiplayer

  • Fix for cases where NPCs would freeze in place on multiplayer client after being zombified
  • Fix for multiplayer client not being able to resume their Big Quest if they do not exit the game properly (crash, turning off computer, etc.)
  • Fix for players having 30 seconds before next level starts instead of 45 at the game’s ending


Saved Games

  • Fix for saved game not being invalidated immediately when the player reaches the ending


Internal

  • Fixed a few internal errors that could be seen in output logs
  • Updated Astar Pathfinding Project plugin to Pro version


Alpha 69b



  • Fix for Prison Break missions not displaying quest markers over all targets
  • Fix for the “messy long” hairstyle having missing pixels when viewed from behind
  • Hackable objects will appear properly on the screen in Rogue Vision mode
  • “Health down” status text appears after falling into holes
  • Fix for player not being able to hack objects not in view in Rogue Vision mode when using a gamepad
  • Fix for “window break” sound playing multiple times on multiplayer client
  • Fix for Death Method changing to “Ooze” if the player is hit by ooze after dying
  • Fix for damage taken when falling into holes not being included in the “Damage Taken” stat
  • Fix for player 1 getting credit for completing missions where another player asked/threatened a person to leave town
  • Fix for issue where mission targets could potentially be NPCs hidden in bushes and manholes

Alpha 68

After last update’s mishap, things are back on track for Alpha 68! I hope! If you missed out on Alpha 67 during the short time it was available on the main branch, you can read the patch notes here.

Much like the previous updates, Alpha 68 is mostly bug fixes and polish, particularly on the multiplayer side.

Behind the scenes, the console porting team and I are readying the game for certification right now. So that's kinda exciting...

This update’s Fortnight Discussion: Sequel Ideas. To be clear, I have no plans to work on a sequel in the near future -- Streets of Rogue hasn’t even been released out of Early Access yet. I’m just curious to hear your ideas, given that a sequel will likely happen one day.

Alpha 68


Graphics

  • Adjusted cave tile sprites a bit
  • Fix for east-west-facing doors having incorrect lighting
  • Fix for dizzy stars sometimes appearing at the bottom-left corner of the map or in random spots
  • Fix for items sometimes appearing as other items for a single frame after being spawned on multiplayer client
  • Fix for Slave in Home Base appearing to not have Slave Helmet on multiplayer client
  • Fix for lights appearing too bright on certain objects
  • Fixed a pixel on the Slum Dweller’s north-facing texture


UI / Controls

  • Dialog box for cutscenes shifts to the left only when the chatlog is on-screen
  • Fix for not being able to open the Esc menu using the Start button on gamepads while viewing the initial character select for online games
  • Animated “Waiting for host…” dots on client loading screen
  • Changed some positioning of text on character select screen
  • Player is prevented from typing in chatlog during parts of the load process where the message cannot be sent
  • Fix for speed run timer not always being correct when progressing to new levels
  • Fix for being able to start dragging inventory items while opening the missions screen
  • Fix for character select screen soft-locking after pressing gamepad Chat button
  • Fix for “interaction” dialogue appearing over players after pressing the gamepad Chat button in the Home Base
  • Fix for tooltip remaining on the screen after pressing gamepad Chat button while displaying the inventory
  • Fix for case where Loading message and Esc menu could appear at the same time
  • Loading percentage does not appear when entering Home Base
  • Credits list Done button is smaller
  • Fix for issue with vertical scrolling of multiplayer match listing
  • Fix for “Retrieve Item” marker not appearing over item on multiplayer client if the person who was originally holding it gets Zombified
  • Fix for “Retrieve Item” marker disappearing from an NPC’s head on multiplayer client if the NPC is killed while having Resurrection
  • Fix for tooltip remaining on the screen if the game window loses focus while the tooltip was visible, and the player returns to the game
  • Fix for cases where question mark could remain over NPCs’ heads past the point when it was supposed to on multiplayer client
  • Fix for auto-targeting not always working properly on multiplayer client
  • Fix for level number not appearing on multiplayer matches list right after the player starts a new game
  • Fix for “doing something” bar sometimes appearing partially transparent
  • Attribute upgrades at the end of levels typically appear at the top of the list instead of the middle
  • Fix for clock sometimes not appearing in Disaster levels on multiplayer client


Playfield Objects

  • Ammo Dispenser can refill a percentage of your ammo even if you don’t have enough money to fill the entire gun
  • Fix for Ghost being affected by Crusher
  • Fix for Refrigerator and Saw Blade not always having collision
  • Fix for player being able to slip past lasers when firing a gun very quickly
  • Cannibal NPCs no longer store normal foods in their refrigerators
  • Fix for Crusher on multiplayer client not having full collision
  • Fix for Fire Spewer sometimes appearing to spew through walls on multiplayer client
  • Knocking on the red doors of Bars, Dance Clubs and Music Halls will no longer result in someone answering
  • Fix for multiplayer client being able to press the “Release Gas” and “Turn Off Gas” buttons more than once in a row while operating the Computer


Items

  • Killer Robot drops more items when killed
  • Cost to identify syringes is affected by the player’s current level
  • Voodoo Doll removed from the game for now, since it currently has no function
  • Fix for multiplayer client finding a different type of syringe when they examine a chest multiple times
  • Fix for player being able to use Food Processor and Ammo Processor after they run out of uses


Status Effects / Traits / Special Abilities

  • Added “Lock and Load +”
  • Fix for Paralyzed NPCs not falling into holes when on Conveyor Belt
  • Fix for people who fall in holes remaining Electrocuted
  • Slaves who are infected with Zombiism before being killed will still get blown up when their helmet explodes
  • Fix for cases where Assassin could not Camouflage when they were supposed to be able to
  • Fix for multiplayer client being able to gib NPCs who have Resurrection
  • Fix for Backstab not playing proper animation on multiplayer client
  • Assassin can Camouflage when hidden NPCs are nearby (Bushes, Manholes)
  • Fix for NPCs not getting annoyed when multiplayer client Slavemaster starts enslaving someone


Missions

  • Questgivers will no longer ask the player to rescue NPCs that the questgiver doesn’t like
  • Fix for cases where Missions all appeared to be “Not Accepted” on multiplayer client


Big Quests

  • Fix for NPCs being spawned in the same spot as Big Quest Gorillas
  • Player will not receive optional missions to rescue Gorillas when playing as a Gorilla, since this could lead to interface-related confusion with the Big Quest
  • The same goes for Soldiers and optional missions to destroy Generators
  • Secret Werewolves for the Vampire’s big quest can no longer be wandering NPCs, since this can make the process of tracking them down more arduous
  • Shopkeeper can no longer be be required to sell Syringes for their Big Quest
  • Fix for Cop’s Big Quest counter appearing with incorrect numbers
  • Fix for cases where NPCs would be added to Assassin’s hit list despite not being in sight range when the original target was killed
  • Fewer cases where 0 Gorillas spawn in a level for Gorilla’s Big Quest
  • Fix for Werewolf total kills on missions screen not extending past 5, even if the player had killed more than 5 during a single transformation


Disasters

  • Fix for NPCs sometimes spawning outside in certain Uptown locations during Police Lockdown and Radiation Blasts
  • When clients enter game during Radiation Blasts disaster, they will spawn close to the host
  • Fix for NPCs taking double damage during Radiation Blasts disaster in multiplayer


Level Generation

  • Fixed some small level geometry issues


Artificial Intelligence

  • Fix for cases where AI could get stuck in one spot while battling a multiplayer client due to them seeking out a nonexistent weapon on the ground
  • Fix for cases where AI could get stuck in one spot after being Zombified by a multiplayer client
  • Fix for cases where AI could get stuck in one spot relating to maneuvering around hazards
  • Fix for cases where AI could get stuck in one spot on multiplayer client relating to areas of the map they are permitted to traverse
  • Fix for NPCs with guns stopping in their tracks after losing sight of their multiplayer client opponent
  • Fix for Cop Bots not always displaying their particle effect at appropriate times on multiplayer client
  • Cops surrounding Mayor, as well as anyone residing in the Mayor’s home or office, are not considered Innocent
  • Allies of your opponent are better at determining when they should become hostile toward you
  • Fix for cases where a party member would attack an object like a Turret when you commanded them to attack someone or something else


Text

  • Fix for items having showing their name and description in incorrect language after loading a saved game that was saved with a different language
  • Fix for “Syringe” text not being translated to different languages when NPC takes Syringe
  • Fix for foreign language text appearing in multiplayer games when playing with people who had selected a different language


Performance

  • Improved performance when blowing up walls


Multiplayer

  • Fixes for NPCs not appearing in levels
  • Fixes for issues starting the game when punchthrough is used to connect
  • Fix for clients sometimes falling into an invisible pit at the start of levels
  • Players in online multiplayer have 45 seconds to choose traits at the end of levels instead of 30 seconds
  • Better handling of knockback physics on multiplayer client when player deals the killing blow to an NPC
  • Fix for cases where multiplayer client’s party members would not appear on the next level
  • Fix for NPCs not appearing to attack when hitting static objects on multiplayer client


Internal

  • Fixed internal errors with spawning noises
  • Fixed a repeating output log message about wreckage

Reverted to Alpha 66

Hey all,

Sorry about this, but due to some major bugs in Alpha 67's multiplayer, I've had to revert the game to Alpha 66b from December. It's going to take me some time to fix this stuff, and in the meantime, I want people to be able to play multiplayer without issues.

The good news is, if you only care about single player and still want to play Alpha 67, you can! Just right click the game on Steam -> Properties -> Betas -> publicbeta, and you can keep playing on the latest version.

Alpha 67

My work on polishing the game continues as we slowly inch closer to 1.0 status. Not much to say about this first-ever “off-schedule” update (I was on Christmas break), so I’ll just let the patch notes speak for themselves.

This update’s Fortnight Discussion is about negative traits. There aren’t enough of them, and I’d like to add more at some point...

Alpha 67


Playfield Objects

  • Fix for Wrestler’s thrown objects acting weird when thrown onto Conveyor Belts
  • Fix for spills from Toilets not appearing
  • Fix for countdown switches making button press sound when hit after the countdown has ended


Achievements

  • Player is no longer awarded Peaceful Takeover when they get the “bad ending”


Localization

  • Bunch of text formatting fixes for non-English languages
  • Made some corrections to typos in translations


Graphics

  • Fix for Train having incorrect “highlighted” sprite
  • Fix for Supergoon body appearing as Goon body in character creation
  • Player can no longer swing their gun around while biting or cannibalizing
  • Fix for particle effects such as electrocution particles appearing on NPCs at the start of a level
  • Fix for certain larger objects like Satellite Dish not fitting properly into Missions Screen boxes
  • Fix (again) for NPCs’ hands appearing when outside vision range in Rogue Vision mode after they put away their gun
  • Fix for player appearing to hold giant thrown items after possessing someone while holding a thrown item


UI / Controls

  • When the player teleports to objects or people who are inside buildings, the player will be teleported to the door of the building
  • Hopefully fixed “can’t interact with objects” bug once and for all
  • Added Loading text in various places
  • Fix for issue where custom characters with certain traits removed from the game could not be selected
  • Fix for random selection on character select not working properly
  • Fix for Tutorial marker appearing over bottom elevator in Home Base after completing tutorial
  • Fix for item teleporter menu item titles and details not appearing properly when the items had not been unlocked yet
  • Fix for multiplayer client seeing multiple pieces of text when pickpocketing people
  • Fix for cases where status text (numbers, etc.) could remain over people’s heads permanently


Items

  • Player will unequip weapons during the ending
  • Portable Sell-O-Matic is available in character creation
  • Auto-Aim is applied to Rocket Launcher again, after having previously been removed
  • Zombie Phlegm no longer triggers Quick-Escape Teleporter
  • Fud Processor, Ammo Processor and Cube of Lampey are no longer sold 1 “charge” at a time


Status Effects / Traits / Special Abilities

  • Wall Walloper depletes 20% of your weapon’s durability instead of 40%
  • Fast Melee removed from the game for technical reasons. Basically, hits didn’t connect 100% of the time, and fixing it would have required major changes
  • Fix for player being offered upgraded versions of traits that they don’t currently have as rewards
  • Special ability upgrades will not appear with the New Character Every Level mutator turned on
  • Computer Illiterate players can no longer interact with Power Boxes
  • Computer Illiterate players have a lower chance to disarm Door Detonators
  • Fix for Speed Coder not working properly on custom characters
  • Bite is less effective in Low Health For All mode
  • Cannibalize is less effective in Low Health For All mode
  • Random Reverence can no longer trigger on NPCs that need to be killed for Assassin’s Big Quest
  • If a Wrestler player challenges an NPC to a fight and dies, the NPC will no longer follow the player’s ghost
  • Fix for Burning Bullets being able to light walls on fire with Research Gun and Leafblower
  • Fix for Legal Enslavement not working properly
  • Fix for Bloody Mess still appearing at as a selectable trait at the end of levels
  • Fix for Cops getting angry at players who pick up money from ATMs and have Above the Law
  • Super Special Ability “Feelin’ Alright” traits will not trigger for Shapeshifter
  • Fix for Always Crit appearing to last permanently after the player gets this status effect with the Investment Banker’s Super Special Ability active


Sound

  • Fix for money pickup sound playing when Shapeshifter NPC is spawned
  • Boombox sound effects do not carry as far
  • Fix for multiple Conveyor Belt ambient noises emanating from a building if multiple conveyor belt tracks existed


Big Quests

  • Fix for Shapeshifter sometimes being assigned to possess people for Big Quest that could not be possessed
  • Doctor no longer loses points for killing zombies and robots
  • Comedian is no longer required to entertain people during Police Lockdown
  • Hacker’s Big Quest will be marked as failed when all computers are made non-functional through Power Box destruction, EMP Grenades, etc.


Disasters

  • Police Lockdown can occur in Uptown again, after previously being removed


Level Generation

  • No more than 2 Drug Dealers may spawn per level


Artificial Intelligence

  • Fix for Cop Bots saying human stuff when the player breaks things in their vicinity
  • Cop Bots turn off sensors and related sound effects during ending
  • Butler Bots no longer clean up items
  • Fix for Vampire being able to bite people who had finished the level
  • Cannibals, Vampires and Thieves will not Cannibalize, Bite or Pickpocket when they are enslaved
  • Vocally Challenged players cannot make purchases or have non-quest-related interactions with questgivers
  • If the player challenges someone to a fight as the Wrestler and moves out of vision range of that person, they will stop following the player
  • Mobsters will not mug Enforcers
  • Fix for Cops in Police Stations not caring that the player is outside during Lockdown
  • Fix for Zombies being hostile toward players when bringing them to the next level with the Everyone Hates You mutator active
  • Fix for NPCs attempting to bite or steal from the player after becoming aligned, loyal or friendly
  • NPCs are more vigilant about detecting when the player knocks a wall down with a melee weapon
  • Slaves become mutinous slightly more often


Text

  • Fixed a couple of typos


Tutorial

  • Players cannot slip through windows during the tutorial


Multiplayer

  • LOADS of internal changes to multiplayer to help fix bad data being sent. Hopefully I didn’t break much.
  • Fix for doors sometimes appearing on multiplayer client when they had been destroyed while client was loading the level
  • Fix for east-west facing door colliders being too narrow on multiplayer client
  • Fix for Lockdown Walls sometimes not appearing on multiplayer client


Alpha 67b



  • Thief’s Big Quest only requires him to rob a maximum of 3 chests or safes per level
  • Fix for Generators, Safes and other Big Quest related objects sometimes being non-interactable in online games
  • Fix for Hacker not being able to install malware properly for Big Quest
  • Fix for teleporting to a building not working if that building’s doors had been destroyed
  • Fix for multiplayer client not being able to select a trait on at the end of the next level if they run out of time while selecting a trait
  • Fix for game intro elements remaining on-screen during load when skipping the tutorial
  • Fix for “Esc - Main menu” text remaining on-screen when returning to main menu
  • Fixed an error message causing very large output logs
  • Fix for player sometimes getting “teleported” when wandering through broken border walls
  • Fix for Generator smoke and certain other particle effects not spawning at the correct positions on multiplayer client
  • NPCs no longer leave their homes to investigate explosions and other loud noises during police lockdown
  • Orange arrows for Big Quests will no longer appear on the final level


Alpha 67c



  • Fixed a major multiplayer issue present in 67 and 67b that was breaking a whole bunch of stuff for clients if they weren't in close proximity to the host player (NPCs not moving, objects not being updated, etc.)


Alpha 67d (January 4)



  • Potential fixes for multiplayer issues introduced in 67
  • End-level traits that the player has already seen throughout the course of the game are less likely to appear
  • Fix for NPCs taking your entire stack of syringes when you bribe them with one
  • Fix for upgraded trait and original trait both appearing when upgrading at the end of levels
  • Fix for NPCs pathing to positions they shouldn’t when the player hits a wall and makes a noise
  • Fix for Chloroform Hankie attacks not making Cops become hostile
  • NPCs will become annoyed if they see you use Chloroform Hankie on someone


Alpha 67e



  • Fixed an error message causing very large output logs (for real this time)
  • More work on fixing multiplayer issues


Alpha 67f (January 5)



  • Another attempted fix for issues with NPCs disappearing in multiplayer

Alpha 66 - Balance and Full Translations

This week’s update features a whole heap of balance changes, as well as a full set of translations, meaning every piece of text in the game is now translated to all available languages! Most of the balance changes are based on user feedback, so let me know if you like them, or if you think I screwed something up really badly!

The next build will be releasing off-schedule, since I’ll be away from home on the 27th. I may release it earlier, may release it later. Haven’t decided yet, we’ll see how things go!

This update’s Fortnight Discussion is about items you’d like to see added to the game post-launch.

Alpha 66


Localization

  • Translations added for all text in the game
  • Fixed a number of text sizing issues in non-English languages


Graphics

  • Fix for visual special abilities (such as Water Cannon) on custom characters not appearing properly on multiplayer clients
  • Fix for Leafblower particles not appearing the correct size
  • Fix for Diminutive characters not always appearing as diminutive on multiplayer client
  • Fix for issue where certain objects’ sprites can appear higher than they are supposed to if the player keeps playing for a long time, such as Vendor Cart


UI / Controls

  • Loadout selection can be re-rolled at a cost of 5 nuggets
  • Loadout selection is saved between games
  • If the player chooses a loadout item, that item will be replaced in the loadout selection the next time he enters the Home Base
  • Fix for “Connecting” screen taking a split second to appear when the player starts hosting a match
  • Fix for slow motion not occurring as player uses Augmentation Booth
  • Attribute upgrades at the end of levels typically appear at the top of the list instead of the middle
  • Created alternate and more efficient solution for displaying lines on minimap
  • Fix for starting player info buttons sometimes appearing on levels where they weren’t supposed to in local coop mode
  • Fix for timer sometimes showing incorrect times between levels
  • Fix for timer not disappearing when the player enters Home Base
  • Fix for timer stopping when first player exits the level in a coop game. The timer now only stops when both players have exited the level
  • Camera switch from full-screen to split-screen will always be immediate when a player teleports to another player


Playfield Objects

  • It is now possible to traverse broken windows at the expense of health
  • ATM can now hold up to 5 items
  • Lockdown Walls are only triggered when law enforcement gets hostile toward the player, and not NPCs
  • Lockdown Walls come down after a shorter amount of time
  • Items in Loadout Machine are sold at a discount
  • Goodie Dispenser base price is a bit lower
  • Sell-O-Matic limit increases as you progress through the game
  • Using the Augmentation Booth to swap “positive” traits costs significantly less than swapping negative ones
  • An alarm sounds when Computer is destroyed
  • Fix for Trap Doors spawning over conveyor belts and remaining permanently
  • Fixed issue with ATM Machine button costs not always appearing correctly in Sandbox mode


Items

  • Reduced value of Oil Container from $100 to $70
  • Increased value of Rage Poison to $75
  • Increased value of Quick-Escape Teleporter from $20 to $30
  • Hacker now starts with Quick-Escape Teleporter
  • Kill Profiter has a cap of $100 per floor
  • Cologne’s effect on the player’s electability has been lessened
  • Shurikens added to pool of potential in-game rewards
  • Reduced the base cost of the Hiring Voucher
  • Researching takes less time with the Scientist’s Research Gun
  • Leafblower is capable of slowing down bullets
  • Cube of Lampey now has limited uses, but Lamps will sometimes drop items and higher amounts of money
  • Fud Processor and Ammo Processor now have limited uses
  • Gas Mask offers general protection for your head in addition to protecting you from gas
  • Placed a limit on how much armor can be lost on a single depletion event
  • Cigarettes appear in trash cans less often


Status Effects / Traits / Special Abilities

  • Trait upgrades have a chance to appear as choices at the end of every third level gained
  • Special ability-related traits should appear more commonly at the end of every third level gained
  • Traits at the end of levels will remain the same in different games if the same seed and character are used
  • Bunch of other small adjustments to end-level Trait selections
  • Reduced Character Creation cost of Moocher
  • Reduced Character Creation and Unlock costs of Promise I’ll Return It
  • Reduced Character Creation cost of Graceful
  • Wall Walloper can only be used when holding a melee weapon
  • Wall Walloper + re-added to the game
  • Knocking down walls with melee weapons depletes the weapon’s durability by 40%, including with Wall Walloper
  • Slippery Target + no longer causes enemies to have a 0% chance of aiming correctly at you
  • Lock and Load no longer gives the player full ammo in their guns
  • NPCs will not assume that players with “Scorching Savior” started a fire unless they actually see them do it
  • Juggernaut causes the player to lose less health while charging, rather than making them completely invulnerable
  • Tackler does not cause as much damage to enemies as before
  • Bloody Mess appears only in character creation, and does not appear as an end-of-level reward
  • Sleep Killer removed from the game, though it will still appear on custom characters who previously had it. I don’t think anyone will miss it much since Backstabber makes it pretty much irrelevant.
  • Blocks Bullets removed from the game, though it will still appear on custom characters who previously had it. While I like the idea of it, it’s a bit too hard to get this working effectively and in a way that feels satisfying
  • Moocher allows players to borrow money at a better interest rate
  • Ideological Clash allows you to retaliate without facing repercussions from the Cops
  • Class Solidarity makes people of your class Friendly toward you if they are initially Neutral
  • Killer Thrower does 100 damage instead of 200
  • Low-Cost Jobs is more effective
  • Fix for weird stuff happening if Shapeshifter possessed a custom character clone in local coop or online multiplayer


Sound

  • Fix for “jump” sound effect playing when players become a ghost
  • Fix for menu sound effect not playing when starting or joining online games


Stats / Unlocks

  • Firefighter unlock requirements can be satisfied by putting out fires in objects such as flaming barrels
  • Player receives the same skill points for knocking out a rival as they do for killing a rival (150 for both)
  • Player receives 75 skill points for knocking someone out instead of 100


Mutators

  • SpeedRun Mode added - Places a timer on by default, loadout items cannot be brought into a speed run, Loadout Machines cannot be used, ATMs cannot be used to store or retrieve items
  • Time Limit mutators now factor in the number of required missions


Level Generation

  • Lots of changes to RNG to ensure that many more elements are generated the same when loading a saved game or using a seed. If you spot any elements of levels that are not being generated the same way, please let me know
  • Fixed an instance where objects spit onto a conveyor belt did not reach the hole


Artificial Intelligence

  • Killer Robot and Cop Bot explode when they die (how did I not think to add this earlier?)
  • Followers are better at determining when it’s appropriate to fight on your behalf
  • Fix for NPCs not helping friends who are being bitten by a Vampire
  • Fix for cases where owners would chase a Thief out of a building and he would keep returning to that building
  • Fix for NPCs not always going back to what they were previously doing after failing to Bite, Cannibalize or Pickpocket


Text

  • Firefighter unlock description specifies that the fires must be extinguished with a Fire Extinguisher


Multiplayer

  • Changes to how objects are destroyed on the client at the end of levels
  • Fix for multiplayer clients who exited levels as ghosts appearing in the next level for the host before they had actually spawned
  • Fix for potential networking issue if the player canceled out of creating or joining a game before the loading screen appeared
  • The cost to revive other players is affected by the current level
  • Fix for various errors when multiplayer client parries an NPC


Alpha 66b



  • Fix for game sometimes not proceeding to the next floor after closing stats screen
  • Fix for some of the Game Over screen text appearing too small and in the wrong position when using gamepad