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.
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!
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