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

Alpha 55 - Grab Bag of Features ‘n Fixes

As Streets of Rogue inches closer to its planned “late 2018” 1.0 release, this update finds me attempting to jam in a whole bunch of mostly minor new features that have been on my to-do list forever, while also squashing a crapload of bugs. Seriously, read over these patch notes, there’s some pretty cool new stuff buried in here!

This week’s Fortnight Discussion: Your thoughts on a possible “supporter’s edition” of the game, which would be a set of non-essential “DVD Extras” style content for fans.

Alpha 55


Playfield Objects

  • ATM can be used to store a single item between runs (at a cost)
  • ATM can be hacked to spit out money
  • ATM usually has at least 1 Cop guarding it
  • Investment money can be withdrawn at ATM
  • Barbecue can now be used to grill Fud and make Hot Fud. Barbecue must be lit first by either a Cigarette Lighter or Flamethrower.
  • Characters with Diminutive can flush themselves down Toilets, which teleports them randomly to another toilet
  • Characters can “purge” their current status effects at a Toilet - especially useful if Investment
  • Banker needs to take some lousy drugs to avoid Withdrawal
  • Sign added to Office Building to explain how investments work
  • Player can toss more money down a Well to receive Feelin’ Lucky
  • If player destroys a Well, they receive Feelin’ Unlucky
  • Only 1 Well may spawn per level
  • Satellite can now broadcast Happy Waves, which causes nearby NPCs to become Friendly, provided your character has Tech Expert
  • Gravestone sometimes spawns money
  • Fountains removed from the game until I can find a use for them
  • Turning off security system from Computer will turn off Flame Grates
  • Quest Switches will attract the player’s auto-aim when they have not yet been pressed


NPC Abilities

  • Player can talk to Clerk to invest money into “The Company” at the Office Building
  • Investment money can be withdrawn at Bank Clerk or Office Building Clerk
  • Player can give blood (health) in exchange for money to Clerks in the Hospital
  • Clerks at Movie Theater sell hideously overpriced food
  • Clerks at Hotel will sell anyone a room key
  • Office Drone can be offered food, drinks and cigarettes as “motivation”, which affects the stock price of The Company in a positive way
  • If Office Drones are killed, the stock price is affected negatively
  • Ghosts have somewhat more Strength than previously


Items

  • Necronomicon added to game - Spawns Zombie followers when near a Graveyard
  • Hot Fud added, a more nourishing variant of Fud created on the Barbecue
  • Projectile weapons that don’t do damage such as Tranquilizer Gun will not auto-aim at objects like Explosive Barrels
  • Projectile weapons will not auto-aim at Ghosts, Holograms, or Invisible NPCs
  • Four-Leaf Clover affects a lot of things that it didn’t before, basically everything that the new Feelin’ Lucky and Feelin’ Unlucky traits affect
  • Hotel Clerks now start with Key
  • Shovel no longer appears in game, at least for the time being
  • Water Pistol can no longer be stolen by Thief from the player’s inventory
  • Water Pistol can be used when the No Guns mutator is active, in part because not having it makes it much harder to carry out the Scientist’s Big Quest
  • Fix (again) for workers in gas-spewing buildings not initially starting with Gas Masks on


Graphics

  • Shrinker bullets and Freeze Ray bullets no longer look exactly the same
  • Adjusted brightness in Uptown levels for an easier-to-read look
  • Fix for bullets not always having correct lighting
  • Fix for lights not always appearing properly on lamps
  • Slime Puddles are a bit brighter


UI / Controls

  • Fix for player being able to shift+click on and drop un-droppable items within certain interfaces
  • Attempted fix for NPC Info displays appearing when they should not
  • Fix for incorrect floor number sometimes appearing when loading a saved game while using the Quick Game mutator
  • Fix for interface not pausing after players 2-4 in local coop complete an optional mission


Status Effects / Traits / Special Abilities

  • Feelin’ Lucky - Affects your luck in all sorts of endeavors, but you get less lucky as time runs down
  • Feelin’ Unlucky - The opposite of Feelin’ Lucky
  • Status text indicates that the Drug Dealer has taken a Syringe
  • Fix for Shapeshifter becoming a normal-sized creepy naked person after being Zombified, rather than remaining Diminutive
  • Fix for Slaves who had been freed sometimes exploding after being Depossessed by Shapeshifter
  • Nimble Fingers and Poor Hand-Eye Coordination will mostly cancel each other out


Missions

  • On Rescue missions, NPC may ask to be escorted to the Exit instead of the Entrance
  • Created “flip switches” variant where flipping the first switch activates a timer that causes the quest to fail if the player doesn’t finish quickly enough
  • Exploding Barrels may appear in buildings as objects to destroy for missions
  • Optional missions always appear on floor “x-2” of each district
  • Fix for optional missions not being offered on a number of levels where they were supposed to be
  • Fix for optional missions not being offered in local 3- and 4-player modes
  • Fix for incorrect player sometimes getting credit on optional Retrieve missions in local and online coop modes
  • Optional missions may now be offered by Clerks and Bartenders, in addition to Drug Dealers and Shopkeepers


Big Quests

  • Fix for issues in Assassin, Vampire, and Gangster Big Quests where Zombified targets would not count as having been Neutralized
  • Fix for various traits like No In-Fighting affecting the player’s ability to complete certain Big Quests
  • Fix for Gorilla quest map markers not disappearing after a Gorilla had been rescued


Mutators

  • Fix for Random Level Districts giving player incorrect districts when they had also chosen mutators to remove certain districts
  • Changed the name of “Remove Levels” mutators to “Remove District”


Level Generation

  • Fix for too many Clerks sometimes appearing in one of the Broadcasting Station layouts, and also added armed guards to this layout
  • Fix for one of the bathrooms in the Uptown gated houses being considered “outdoors” by the game
  • Fix for the bathroom of one of the City Parks being counted as an considered “outdoors”
  • Fix for Conveyor Belt not appearing in Mall on Uptown levels
  • Fix for Saw Blade track not drawing properly in one of the buildings
  • Fixed instance in one of the buildings where Fire Spewer was placed in such a way that the AI would almost always suck at avoiding it
  • Fix for instance where a Tube would attempt to spit objects onto a Conveyor Belt, but would be blocked by a Switch
  • Slightly fewer Vampires and Firefighters are placed into levels than before
  • Fix for instances where certain walls would appear different on the client than on the host
  • Some changes to the placement of Office Drones in the world to account for the new Investments system


Artificial Intelligence

  • Zombie NPCs can no longer pick up weapons
  • When lunging, Gorilla lunges at the angle at which he began charging up, rather than lunging directly toward his opponent
  • Cops are more protective of ATMs
  • If Thief NPC is having too much difficulty stealing from someone, he will give up
  • Fix for Slum Dweller having difficulty picking up money in certain spots like water
  • Fix for imprisoned Slum Dweller attempting to grab money that is outside the prison
  • Fix for Slum Dwellers, Vampires, Cannibals, and Thieves not returning to their previous goal properly after performing actions added in the last update
  • Fix for Vampire and Cannibal being able to Bite/Cannibalize from far away
  • Fix for NPCs like Gorilla and Jock attempting to use special attacks after being Zombified
  • Fix for NPCs sometimes having difficulty pathing to an elevator when the player asks or threatens them
  • Fix for Jock paying out fight to player when they had no money and no inventory space for a new money item, and other similar circumstances where the player receives money
  • Fix for NPCs in Movie Theaters sometimes walking around the theater instead of sitting
  • NPCs in gangs are better at avoiding Trains and Mine Carts. Previously, the one of them would stop for the Train, and then the others would bump into him and accidentally knock him into the train’s path
  • Drug Dealer can no longer receive Electro Touch when taking a Syringe during combat
  • Fix for NPCs yelling at online multiplayer clients with Malodorous and other similar traits as soon as they joined the game
  • Fix for Hacker and Thief being able to complete their “assist me” tasks immediately if they stopped doing them and then started again
  • Hacker and Thief who are in the player’s party as a result of Friend Phone, Loneliness Killer, etc. cannot be told to do their primary tasks multiple times


Performance

  • Hefty performance improvements during big fights
  • Cleared up some garbage collection performance issues
  • Pathfinding optimizations


Multiplayer

  • Fix for errors occurring if the player switched from keyboard to gamepad or back and then began an online multiplayer game


Internal

  • Work on final level


Alpha 55b



  • Fix for bullet weirdness in online multiplayer games


Alpha 55c (July 13)



  • Fix for level transition crash on multiplayer client
  • Fix for Butler Bot errors on multiplayer client
  • Fix for client side bullets sometimes appearing with just a light and no texture
  • Fix for infinite money exploit with new Investment system, and general reworking of how the system functions
  • Fix for certain Office Building sometimes being completely empty
  • Fix for ATM Machine button for “Spit Out Money” having incorrect text
  • Fix for Wrestler being assigned to challenge Shapeshifter to a fight
  • Fix for issues moving from level to level when using saved game from Alpha 54
  • Fix for Gorilla who was lunging sometimes continuing to shake after being Zombified
  • Fix for Hospital Clerk only taking 10 health instead of 20 when you give blood
  • Fix for certain percentage chance buttons (“Threaten - xx%”, etc.) potentially being above 100 or less than 0
  • Fix for one of the Bank vaults having a weird floor texture
  • Fix for player losing the game if they died with Resurrection and their body then fell down a hole
  • Fix for Water Pistol being able to be stored in ATM for free
  • Fix for item stack doing weird things when giving motivation items to Office Drone
  • Fix for mouse cursor picking up invisible icons on the Missions screen
  • Fix for Shapeshifter occasionally making an appearance during the tutorial
  • Water Pistol is worth a lot more money
  • Shrunk players can fit in Toilet, much like Diminutive
  • Player receives 2 Necronomicons as a reward instead of 1
  • Necronomicon is worth a bit less money, costs less to unlock, costs less in character creation and loadouts
  • Fix for some buttons appearing out of alphabetical order in the Mutators list
  • Fix for game not ending properly and potentially causing an “un-endable” game if the player tries to end the game while on their back, teleporting, falling into a hole, etc. Actually, you just get a message telling you to wait a second and do it again due to programmer incompetence
  • Fix for password entry background not always covering the entire screen
  • Player can invest money when talking to Bank Clerk, in addition to the Office Building clerk
  • ATM Machine can no longer store items in Sandbox mode
  • Syringes can no longer be stored in ATM machines
  • Zombie and Werewolf Drug Dealers can no longer take drugs
  • Ooze does less damage during Low Health for All mutator
  • Cops no longer spawn near Vending Machines in the park


Alpha 55d (July 14)



  • Fix for game not starting properly if the player’s saved game had somehow become corrupt
  • Fix for Fund Research option being available to Investment Banker, despite his Big Quest being changed so this is no longer necessary
  • Using the Barbecue no longer causes Cops to become hostile
  • Fix for person being arrested sometimes shaking if they were electrocuted first
  • Fix for AI running from Gas danger and other similar dangers due to them being positioned incorrectly
  • Fix for potential circumstances where the player could gain XP for Pickpocketing another player
  • Thief cannot pickpocket invisible people
  • Fix for Jock’s Charge sound effect sometimes continuing after their death
  • Shapeshifter can no longer pop out of War Zone fighters
  • Fix for person enslaved for Slavemaster Big Quest exploding after having exited through an elevator
  • Fix for cases where light from explosion would stick around too long


Alpha 55e (July 15)



  • Fix for not being able to hit people of opposing factions sometimes, like Werewolves and Gangsters
  • Fix for stock purchase prices being affected by the Clerk’s opinion of you
  • Stock investments no longer count toward “total money spent” in the game’s stats
  • Fix for Barbecue not working properly
  • Proper “picking up” text appears above the player when creating Hot Fud
  • Shapeshifter possessing someone can no longer give blood at Hospital
  • Cops no longer get angry if you attack a Vampire who is running to suck your blood
  • Fix for Jock Big Quest sometimes stating the wrong total number of objects that needed to be destroyed on the Missions Screen
  • Added “Countdown Started!” message when hitting first button in button missions that have a countdown
  • Fix for NPCs sometimes incorrectly being marked as having witnessed the Assassin’s assault on their target during Big Quest when the player was using Tranquilizer Gun, or when the NPC was in a Manhole

Alpha 54 - New NPC Behaviors

First off - To anyone who missed my dev stream last Sunday, you can view a replay of it on youtube. It was a lot of fun, and I'd like to do more of these when I get the chance. Maybe not for 6 hours straight, that might've been a bit excessive. But it was a really useful experience, and I found a whole bunch of new bugs in the process, many of which I've fixed for Alpha 54.

Also new to this build: New NPC behaviors, which I've gone over in the Artificial Intelligence section below. There was a Fortnight Discussion about this topic last July, and I FINALLY got around to implementing some of the behaviors that people suggested. There were a lot of great suggestions, and still plenty I'd like to add when I get another block of time for this.

This week's Fortnight Discussion: How did you first learn about Streets of Rogue?

Alpha 54


Artificial Intelligence

  • Unarmed NPCs are capable of picking up weapons dropped on the ground during combat
  • Thief NPCs are capable of randomly pickpocketing the player and other NPCs
  • Thief NPCs can be hired to lockpick doors
  • Thief NPCs can be hired to break into windows
  • Hacker NPCs can be hired to hack objects
  • Slum Dwellers will sometimes run to pick up money that they see on the ground
  • Vampire NPCs are capable of biting other people
  • Cannibal NPCs are capable of Cannibalizing dead people
  • Gorilla NPCs can use the Lunge ability during combat
  • Jock NPCs can use the Charge ability during combat
  • Drug Dealers may take drugs during combat
  • Shapeshifters may pop out of an NPC that you kill
  • Fix for NPCs saying lines of dialog if they are simultaneously rescued from prison and blown up at the same time
  • Fix for certain cases where NPCs’ crimes were ignored
  • Fix for general weirdness if more than one NPC transforms into a Werewolf at the same time


Graphics

  • Potential fix for NPCs sometimes appearing to walk backwards or sideways
  • Fix for white weapon outline sometimes flashing across the screen
  • Fix for held weapon not flashing white when a person is hit


UI / Controls

  • Name of current disaster can be found at the bottom of the Missions screen
  • When prompted to leave the level, text appears in different colors (green or orange) indicating whether you’ve completed your Big Quests or not, as an extra reminder for players
  • Fix for scroll bar on Stats interface being in the incorrect position if the player scrolled down and restarted the game with a different character
  • Fix for items on Missions screen appearing too dark
  • Fix for inventory “flashes” from client players sometimes appearing on server player
  • Fix for Big Quest markers not disappearing when Thief steals from chests
  • Fix for soft lock in local coop mode if players have for some insidious reason created a custom character that already has all of the available traits, and then gain a trait at the end of the level


Playfield Objects

  • Elevator will not prompt the player if they want to exit unless all main missions on the floor have been cleared
  • “ATM Machine” changed to just “ATM” because I’m tired of getting bug reports about this
  • Well has properly sized Mouseover box
  • Fix for cursor text appearing when the player mouses over mines


Items

  • Fix for player being able to use Pickpocket to steal Slave Helmet off slaves’ heads
  • Potential fix for player losing control sometimes after Quick-Escape Teleporter is used
  • Water Pistol can no longer have Infinite Ammo when this mutator is on, since the interface requires the gun to be empty in order to change ammo types


Status Effects / Traits / Special Abilities

  • Fix for NPCs retaining status effects that they are not supposed to between levels


Big Quests

  • Fix for data not being carried over to next game properly all the time when using the leftmost elevator in Home Base
  • Fix for instances where certain characters like Wrestler could automatically fail Big Quest at the start of the level if no options for quest targets were available to them


Mutators

  • Potential fix for saved games not always being invalidated properly in Continue mode when the player returns to Home Base


Level Generation

  • Fix for Cops sometimes sleeping in prison cells
  • Thief appears more often in levels
  • Vampire appears wandering around sometimes in Park and Downtown


Multiplayer

  • Fixed some multiplayer connection and load errors


Saved Games

  • Added better error handling for when a user’s system fails to save the game due to permissions issues


Other

  • Created new Demo version of the game for itch.io and GameJolt


Alpha 54b (June 29)



  • Fix for Thief NPC attempting to mug people by reaching in the wrong direction
  • Fix for Thief NPC sometimes failing to lockpick or break into windows facing certain angles
  • Fix for Thief NPC not wanting to break into certain windows
  • Fix for Thief NPC being capable of lockpicking things that are not doors
  • Fix for Thief NPC lockpick targeting not working with gamepad
  • Fix for Hacker NPC leaving the player’s party after completing task while enslaved
  • Fix for weirdness when Shapeshifter falls down holes while inhabiting someone’s body
  • Fix for NPC gorillas sometimes appearing to shake after death
  • Fix for NPCs attempting to pick up guns with no ammo
  • Fix for Ghosts being able to pick up weapons
  • Fix for NPC Vampire attempting to bite Cop Bots, Ghosts, etc.
  • Fix for not always being able to assign Toolbar items properly with gamepad after the first level
  • Another fix for being able to steal the Slave Helmet off Slaves’ heads
  • When the hacker is hired, Tech Expert choices for the object being hacked are available to the player
  • Fix for Bouncer picking up Baseball Bat during tutorial
  • Fix for NPCs attempting to pick up live Bear Traps
  • Fix for certain objects not being internally “recycled” properly
  • Fix for orange Big Quest arrows not appearing on a map when the target was part of an optional quest
  • Fix for NPC images not appearing on Missions screen
  • When NPC Shapeshifter pops out of people’s bodies, they will always flee instead of attacking, and will be initially hostile toward the player

Live Stream with the Dev TODAY!




Hey all, I’ll be doing a live stream of Streets of Rogue starting at 10:30 AM PST today June 24th! This is the very first live stream I’ve ever done, so expect complete and total competence in every sense!

The stream will probably last around 3-4 hours, unless I decide to marathon it. In which case, it’ll be done when I pass out and/or die.


  • Watch me play the game and discover all sorts of bugs in REAL TIME!
  • Join the chat and YELL questions and suggestions at me!
  • EXPERIENCE exclusive behind the scenes developer commentary!


Where can I watch it???




You will be there or kindly be square!

Alpha 53 - All Big Quests Playable

The long and arduous march toward 1.0 continues! Big Quest coding for all 23 of the current characters has now been implemented. Still no rewards for completing the quests - That’s going to be tied into the final level and ending, and it’ll be awhile longer before I’m ready to release all that.

This week's Fortnight (not Fortnite) Discussion: Game Balance - What are your biggest issues?

--------------------

Also, an important note to Mac and Linux users: The directory in which save data is stored has been changed again, back to the directory I was using prior to Alpha 50.

From Alpha 50 through Alpha 52, the data was stored in the following directories:
Mac: User\(username)\Streets of Rogue
Linux: /home/(username)/Streets of Rogue

As of Alpha 53, it will one again be stored in:
Mac: User\(username)\Library\ApplicationSupport\unity.streetsofrogue.streetsofrogue
Linux: /home/(username)/.config/unity3d/Streets of Rogue/Streets of Rogue
Note that this may be a hidden folder, so you'd need to type in the address yourself.

The game SHOULD copy your save data from the old directory to the new directory the first time you run Alpha 53. If it can’t do this for some reason and the game doesn’t load your data, you’ll need to do it manually. See this thread for more details.

Alpha 53


Big Quests

  • Vampire - Hunt down and neutralize a Werewolf in each level. You can detect a Werewolf’s presence with the Vampire’s new ability Werewolf A-Were-ness
  • Assassin - Neutralize a heavily guarded target in each level without anyone seeing. If anyone spots you, you’ll have to kill them too.
  • Scientist - Infect a specific type of person with a specific status effect in each level, and use the Research Gun on them. Look out for a Crate in each level containing the status effect-causing drug that you’ll need to do your job.
  • Shopkeeper - Track down a specific type of “hot item” in each level, and sell it through your Portable Sell-O-Matic to get a nice bonus
  • Investment Banker - Big Quest has been totally changed. Only reach Withdrawal status a certain number of times per floor, district, and game
  • Slum Dweller - Put down a certain amount of money every level toward a house in Uptown
  • Gangster (Blahd) - I was planning to make this different from the Gangster (Crepe) quest, but I had a severe mental block, so for the time being I made it the same -- Essentially, kill all the Crepes.
  • Wrestler can no longer be asked to challenge a Zombie to a fight


Localization

  • Fixes made to Chinese translations (thanks to OHINE)


Graphics

  • Fix for hair appearing to stick out from Gas Mask
  • Fix for Arrested animation not always playing properly on multiplayer client


UI / Controls

  • Fix for Loadout list in Home Base often appearing the same or very similar to previous times it had been loaded
  • Fix for white square animations sometimes appearing in the wrong spot when the player switches weapons
  • Fix for “you reached the end of the game” message not closing properly when player 2 opts to continue
  • Mood Ring and other items that have no need for a counter, do not display with a counter on the interface
  • Fix for Character Creation character names, where a number of characters and symbols (in particular Chinese characters) were not available. I’ve set it so that typing symbols and punctuation marks will not work, but everything else is fair game.
  • Fix for item text not appearing when a player pickpockets another player in local multiplayer mode
  • Fix for minimap opening animation not playing properly in local coop mode
  • Fix for minimap not always opening when holding “show object info” button in 3-player mode


Playfield Objects

  • Another potential fix for player falling infinitely into holes
  • Fix for issues revolving around Shapeshifter falling into holes


Items

  • Scientist starts the game with a new item, the Research Gun, used in their Big Quest
  • Scientist starts the game with Water Pistol
  • Water Pistol has only 5 shots instead of 8


Status Effects / Traits / Special Abilities

  • Vampire has new trait “Werewolf A-Were-ness”, used in their Big Quest to help track Werewolves
  • Thief can now steal people’s hats off their heads
  • Bartender can no longer serve drinks to Cop Bots and Ghosts


Level Generation

  • Fix for Fences and Barbed Wire sometimes appearing to face the wrong direction


Artificial Intelligence

  • Gangs are better at sticking together


Saved Games

  • On Mac and Linux, save data is stored in the folders that it was stored in prior to Alpha 50.


Other

  • Created new Show Floor version of the game
  • Bunch of work on the game’s final level and ending
  • Bunch of boring behind-the-scenes stuff


Alpha 53b



  • Fix for Assassin Big Quest targets and Scientist Big Quest Crate spawning in places where they weren’t supposed to
  • Fix for Assassin Big Quest targets and Scientist Big Quest Crate spawning in Home Base
  • Crates for Scientist Big Quest now get an orange arrow on the map screen after they are discovered
  • Fix for Slum Dweller missions screen stating that the player had failed the quest upon reaching Uptown
  • When the Assassin assassinates their target, the gang that was protecting them will split up
  • Fixed a spelling error in Werewolf A-Were-ness description
  • Fix for incorrect text appearing on Missions screen for Shopkeeper after they completed their Big Quest for a level
  • Another potential fix for issue with Generators not always being destroyed properly


Alpha 53c



  • Fix for issue introduced in 53b where tutorial was not completeable


Alpha 53d (June 16)



  • Added prompt to Elevator when the player tries to exit the level, that also reminds the player if they have not completed the Big Quest for that level
  • Loadout selection will no longer include items that the player has chosen to remove from the item pool
  • Fix for “Can’t Do” sound effect repeating rapidly if the player was using Hypnotizer, Hacking Tool etc. while a rapid fire weapon was selected
  • Fix for Wrestler not being able to challenge people to fights when they are holding guns
  • Fix for Mobsters “rubber-banding” back to their group when attempting to mug the player
  • Fix for NPCs attempting to return to their gang after joining the player’s party
  • Fix for Trash Can Big Quest marker disappearing if the player took all items from the chest before destroying it
  • Fix for part of Crusher sometimes remaining after it has been destroyed
  • Fix for graphical/hair issues with the Gas Mask
  • Fix for NPCs’ weapons appearing beneath their hair while dancing
  • Fix for lights sometimes appearing on invisible NPCs
  • Fix for minimap appearing when it’s not supposed to in local coop mode when the player closes Missions screen
  • Fix for some interface weirdness when clicking and dragging items while also purchasing items
  • Fix for instances where an NPC would start the game sleeping in a bed in a house that isn't theirs
  • Fix for instances where NPCs weren't sleeping or sitting when they were supposed to be
  • Auto-Aim is more likely to focus on certain environmental objects that would be useful if shot during a battle, like Exploding Barrels
  • Inventory slot backgrounds are a bit darker
  • Food Processor renamed Fud Processor, since it only produces Fud
  • Error handling for instance where game can get stuck at 87%
  • 900th attempt at fixing “Generator not being destroyed correctly” bug that people are apparently still getting but I’ve never seen. If you get this bug, PLEASE send me an output log immediately.


Alpha 53e (June 17)



  • Potential fix for lights appearing in places they’re not supposed to
  • Fix for NPC movement appearing jerky while the game is in slow motion
  • Fix for vendor prices disappearing if the player used the Portable Sell-O-Matic while speaking to a vendor
  • Fix for numbers appearing at the top of chest interface slots if the player used the Portable Sell-O-Matic while interacting with it
  • Fix for Slum Dwellers getting annoyed at the player if the player enters their house after hiring them
  • Cannot use Cannibalize ability on people who are dead but also have Resurrect


Alpha 53f (June 18)



  • Yet another stab at fixing the "generator not being destroyed properly" issue


Alpha 53g (June 21)



  • Fix for hacking, hypnotizing etc. not always working for players 2-4 in local coop mode
  • Fix for cursor text not always appearing for players 2-4 in local coop mode


Alpha 53h (June 24)



  • Fix for around half of the mission varieties not appearing in the game
  • Fix for various errors involving fire in the Industrial area

Alpha 52

Just a light update this week, which might be a trend for the coming updates. I’ve been putting most of my effort into a few key areas: The final level (which won’t be ready for awhile), the ending (which also won’t be ready for awhile), backend technical stuff and optimization (which you probably won’t notice), and prep work for the console versions (which are going to be handled in large part externally, but I’ll still have a hand in them).

I’m really hoping to solidify the game’s 1.0 feature-set in the next couple of months, and also attempt to solidify things on the technical side. I don’t want to be making drastic changes to systems as the game gets closer to release, because big changes mean BIG BUGS!

(Also just to reiterate what I’ve said in the past, 1.0 doesn’t mean I’m done with the game. It just means the game, it just means the game is playable from beginning to end, mostly free of major bugs, isn’t lacking content in any particular aspect of the game, and is balanced enough that I’m mostly satisfied with the experience)


This week's Fortnight Discussion: Achievements - What do you want to see?


Alpha 52


Localization

  • More and improved Chinese translations added


Big Quests

  • Fix for Wrestler’s opponent not informing the player that the fight will begin when they say so, rather than immediately -- I had forgotten to add the dialogue in. This probably caused a bunch of confusion, as the quest will not be completed until the fight officially begins
  • Wrestler can no longer challenge people to fights after winning a fair fight on that level


UI / Controls

  • Some naming restrictions in Character Creation have been removed. You can now use capital and lower-case letters, numbers, and spaces in any combination up to 32 characters.
  • Potential fix for Character Selection and Character Creation menus closing for some players if the player minimized the game and returned
  • Fix for Protip text sometimes getting cut off when using Chinese text
  • Fix for being able to mouse over objects on the minimap that don’t actually appear on the minimap
  • Fix for health bars that appear from holding space bar or the A button on gamepad, appearing over NPCs’ heads in split screen mode in another player’s window, most of the time
  • Less frame rate hiccup when opening stats screen at the end of levels
  • Fix for online multiplayer client sometimes not seeing NPCs as Hostile or Annoyed at the start of levels when they actually are
  • Devlog button will not appear if update returns an error


Graphics

  • Fix for green object highlight sometimes remaining on objects past the point where it should have disappeared


Playfield Objects

  • If Wrestler is holding an object as multiplayer client and logs out of the game, the object will break instead of disappearing


Sound

  • Metallic sound no longer occurs when hitting Boulders and other organic/indestructible objects


Missions

  • Fix for Find Bombs missions being un-finishable if Wrestler picked up the bomb’s containing object and threw it into a pit


Home Base

  • Fix for Loadout items being the same every time the player returns to the Home Base


Disasters

  • Fix for falling bombs not having a light to indicate their location
  • War Zone participants no longer drop items


Level Generation

  • Fix for levels sometimes getting generated incorrectly if the player was using Twitch mode in online multiplayer
  • Fix for level generation sometimes getting stuck at 37% for host in online multiplayer


Artificial Intelligence

  • Fix for NPCs in the player’s party not coming to the next level
  • Fix for Rioters not becoming Hostile toward online multiplayer clients
  • Fix for Clerk not saying dialogue under certain circumstances


Performance

  • Bunch of little optimizations


Multiplayer

  • If a player misses their chance to choose a trait at the end of a level due to a timeout, they will have the opportunity to select a trait at the end of the next level
  • Fix for game screwing up on client side if the game ends before clients have connected but not had a chance to enter a level


Other

  • Bunch of work on console versions
  • Bunch of boring behind-the-scenes stuff
  • Updated Rewired plugin to version 1.1.14.3.U2017
  • Updated Vectrosity plugin to version 5.6


Alpha 52b



  • Fix for players getting "Connection Failed" when attempting to join any online multiplayer game


Alpha 52c (June 2)



  • Water Pistol FINALLY works properly for clients in online multiplayer mode
  • Rage Poison works properly when consumed by clients in online multiplayer mode
  • Rage Poison and Water Pistol now appear as rewards in online multiplayer games
  • Multiplayer client walks around in a daze properly when Dizzy
  • Fix for small animation weirdness when people stop aiming their guns
  • Fix for Skill Bar’s yellow animated text remaining on-screen after transitioning to a new level
  • In Missions Screen slots, space for a second mission reward has been removed, since there are no quests that actually offer this, and no plans for it
  • Wrestler is no longer asked to challenge NPCs who get annoyed when the player enters their property, or rioters
  • Game is smarter about choosing which health item to quick-use, particularly with the Low Health For All mutator active
  • Fix for multiplayer client causing “E_” weapon to drop when using Butterfinger-er
  • Potential fix for Jock sometimes not being able to move after crashing into a wall and falling down
  • Fix for player being able to regain control of their character at times they weren’t supposed to (such as when charging as a Jock) when returning from main menu
  • Fix for instances where the player was able to control their character while on the main menu
  • Fix for status effect text appearing multiple times when multiplayer client jumps into a Lake that causes status effects
  • Fix for other random weirdness that may or may not have been occurring


Alpha 52d (June 4)



  • Fix for Wrestler not having any options available for Big Quest
  • Potential fix for instances where elevator in Home Base could not be interacted with due to issues loading certain custom characters
  • Fix for instances of player being able to regain control of characters at times when they were not supposed to be able to
  • Fix for certain cases where game could load past 100% and freeze
  • Fix for character selection background often not appearing transparent after death
  • Fix for cursor text not always disappearing when entering level transition
  • Health bar shouldn’t be able to go out of bounds anymore
  • Fix for recently depossessed NPC appearing to face the wrong direction for a split second
  • Potential fix for objects not always being destroyed properly
  • Fix for NPCs hiding in bushes having visible light on them
  • Fix for NPC Info from space bar sometimes appearing too large
  • Potential fix for NPCs appearing in a weird position when the player sees them for the first time

Alpha 51 - Big Quests and Performance Optimizations

I’ve added a bunch of new Big Quests this week -- 9 to be exact. Still no awards for actually completing them, that’s coming later! I also made some important performance improvements.

Next update (or possibly updates?) will be on the light side, as I’ll be spending most of my time working on the game’s post-Uptown “final encounter”. It might be awhile before that's actually ready for people to play, but hopefully it'll be worth it!

This week's Fortnight Discussion: Most ridiculous thing that's happened to you in the game?

Alpha 51


Big Quests

  • Bartender - Serve drinks to 3 different people
  • Gorilla - Rescue all gorillas. Likelihood of finding captive Gorillas in levels is increased when playing as Gorilla
  • Thief - Rob all Chests and Safes
  • Wrestler - Ask a certain person to fight, and win without cheating or using projectile and throwable weapons
  • Jock - Destroy every object of a certain type
  • Comedian - Tell jokes to a percentage of people
  • Slavemaster - Enslave someone of a certain class and bring them to the entrance
  • Soldier - Destroy all Generators
  • Cannibal - Eat a person of a particular class
  • Fix for Investment Banker’s quest not being completeable
  • Fix for Big Quest status not loading correctly for clients who quit and rejoin the game
  • Fix for Big Quest status for multiplayer clients sometimes saying “Failed” when it was meant to say “Wait for Next Game”
  • Fix for Big Quest district status for multiplayer clients sometimes saying “Wait for Next Area” at incorrect times
  • “Wait for Next Area” now reads “Wait for Next District”
  • Big Quest required totals for Doctor and Cop take Quick Game into account
  • Fix for Gangsters not being counted properly in online multiplayer mode if only the client is playing as a gangster
  • Fix for orange arrows appearing for players in online games who were not doing that particular Big Quest
  • Only need to Zombify 30% of a level instead of 40% for Zombie Big Quest
  • Missions screen displays number of people that must be Zombified instead of a percentage
  • People who are Zombified and then die count toward your total
  • Big Quest map markers no longer appear on the minimap, only on the missions screen
  • Big Quest map markers only appear on the map once discovered
  • Big quest map markers appear smaller than before


Performance

  • Fixed an issue that was causing music clips to eat up an ungodly amount of RAM
  • Performance improvements to lighting engine
  • Improved frame rate during load times, meaning that the game won’t try to load as much stuff all at once within a single frame. This could potentially help with issues where some players may crash between levels
  • The game boots up more quickly
  • AI work is distributed more evenly amongst frames to avoid CPU spikes
  • Fixed monstrously inefficient “show NPC names” code from when you hold space bar
  • Other various performance improvements


UI / Controls

  • Fix for Character Select not appearing properly under certain circumstances when using a custom character


Items

  • Fix for rare cases of the Quick Escape Teleporter freezing the game if it couldn’t find an appropriate position for the player to teleport


Disasters

  • Fix for screen remaining black at the start of the new game following the failure of a “Find Bombs” mission
  • Butler Bots spawn a bit earlier during War Zone
  • NPCs who are normally spawned outdoors are no longer spawned during War Zone
  • Ooze expands faster than before


Mutators

  • Fix for mutators not loading properly when loading saved games


Level Generation

  • Potential fix for freeze at 87%
  • Fix for odd pathfinding in one of the Arcade buildings


Artificial Intelligence

  • Cops will not attack the player if the player attacks enemies who pop out of manholes


Text

  • Chinese translations for some of the newer text have been added
  • Fix for “Remove Disaster” unlocks not appearing properly in multiplayer chat
  • Descriptions for Longer Status Effects and Shorter Status Effects are more specific


Multiplayer

  • Fix for clients who quit and rejoin the game losing their level and skill points, and a couple of other stats


Other

  • Unity Analytics disabled


Alpha 51b (May 18)



  • Fix for levels sometimes hanging at 50% loaded
  • Fix for AI sometimes updating at the wrong speed
  • Fix for Item Teleporter menu causing the game to go into slow motion in multiplayer mode
  • Fix for Cannibal’s Big Quest sometimes assigning the player to eat Gorillas, which is not possible because they are not humans, and that would not be very Cannibal-like
  • Fix for NPCs who start in gas-filled buildings not always having Gas Mask
  • A few small performance fixes


Alpha 51c (May 19)



  • Fix for multiplayer lobby sometimes displaying Mutator names incorrectly
  • Fix for Shopkeeper being able to buy the same item from NPCs multiple times when playing as multiplayer client
  • Fix for NPCs taking up a slot in the player’s party after exiting the level through the level entrance
  • Slavemaster can no longer receive Big Quest to enslave a Slave
  • If the Slavemaster escorts an NPC to the level entrance to complete their Big Quest, the NPC will drop their important items (such as keys) before exiting the level
  • Fix for Slave helmet exploding after the player brings a Slave to the entrance, has them ostensibly exit the level, and moves far enough away
  • Fix for Movie Screen sometimes having the wrong sprites
  • Fix for Cop’s Big Quest not being completeable
  • Fix for Comedian Big Quest sometimes only requiring you to entertain 1 person
  • Fix for Zombie Big Quest sometimes only requiring you to zombify 1 person
  • Wrestler can no longer receive Big Quest to fight a Cop during Lockdown, since Cops are always initially hostile in this case
  • If you rescue a Gorilla from a prison and you already have a full party, they will not join your party
  • Fix for Flame Grates at the end of factory conveyor belts not always having fire
  • Fix for Fire only doing 1 damage
  • Larger Chair has been renamed to “Armchair” and larger Table has been renamed “Big Table” to avoid confusion with smaller varieties in Jock’s Big Quest
  • When completing a level, skill points awarded for Big Quests are displayed before other types of points at the top-left of the screen
  • Added some pitch shifting for one of the melee hit sounds (not sure why it was missing…)
  • Small performance fixes

Newcomers to Streets of Rogue - Ask me anything!



Hello budding rogues,

Developer here -- Streets of Rogue is on sale this weekend, and I thought this would be a good opportunity to have a little free-for-all "ask me anything". Want to know something about how a game mechanic works? What I have planned for the future? Why I posted a gif of someone exploding after being arrested? Alright, in that case, it was a bug, and I thought it was pretty amusing.

I'll be checking in periodically from now til Sunday to answer your questions, so ask away!

(Also, remember that the game has an FAQ as well, so you might want to check there before you post a question like "why don't you make an open-world version of the game" ;)

Alpha 50 - Fun with Save Files

In this build, a number of changes have been made to the save system. Notably, you can now have multiple save slots (accessible through the gameplay settings menu), and saved games are finally functional in online multiplayer mode.

Also: The location on your hard disk under which save data is stored will be changing. The first time you start Alpha 50, the game will attempt to copy your files to this new location automatically, so most players won’t notice a difference. In the unlikely event that the game is unable to copy the files due to permissions issues or something, the game will appear as if you are starting for the first time, and play the intro and tutorial. If this happens, DO NOT PANIC, your save data is safe. You’ll just need to copy the files to their new locations manually. See here for details

This week's Fortnight Discussion: What does this game need for 1.0?


Alpha 50


Saved Games

  • Save Slots added, selectable in the gameplay settings menu. You get 5 of them.
  • When the host of a multiplayer game quits, choosing the Resume Game option under “Level” on the multiplayer game-start screens will properly restore the game to its saved state. Previously, Resume Game would start the host on the last level they visited with a brand new character.
  • If a client leaves a multiplayer game and then comes back to that game, they will retain their stats and inventory
  • All saved data is now stored in the Documents/Streets of Rogue folder
  • Saved characters are now stored in the Steam Cloud
  • Saved characters are no longer stored in their own individual directories, but rather all files are now under the Documents/Streets of Rogue/Characters directory
  • Backup files are now stored in their own folder Documents/Streets of Rogue/BackupData
  • BackupData files are no longer stored in the Steam Cloud
  • Saved games for offline, multiplayer-as-host, and multiplayer-as-client are stored in separate files. This means that starting a new multiplayer game will not invalidate your last single player game save
  • Fix for certain random things around the game not working properly directly after save data was deleted


Mutators

  • Added mutators to remove any single Disaster from the game
  • “Continue?” mutator now works in online multiplayer mode


UI / Controls

  • Added yes/no prompt when user chooses to end the tutorial
  • If user chooses to end the tutorial by going to the main menu, a prompt informs the player that the tutorial is accessible in the Home Base
  • Changed the Save Custom Character and Clear Slot yes/no prompts to remind the player that the Load Character button exists and of what it does
  • Fix for game displaying the initial controller select every time the user started the game if they deleted the TechSettings.dat file
  • Fix for Resume Game button sometimes saying Resume Save during gameplay
  • Fix for “Ghost” appearing in the player’s Status Effects display after everyone in coop mode dies (and also staying on the screen in the next level if “Continue?” was activated)
  • Mouse cursor is now locked to the game window when the target is visible, and is unlocked when the player brings up any menu
  • Fix for Armor numbers at the top of the screen sometimes remaining on the screen after the player uses a Continue
  • Fix for Operating Bar sometimes appearing with shadows over it in split-screen mode
  • Fix for not being able to add items to your inventory using the Item Teleporter during the first few seconds of being on that interface
  • Fix for toolbar slots appearing unselectable after Enraged status wears off


Items

  • Fix for items such as Bear Trap and Land Mine not always reacting to multiplayer clients stepping on them


Big Quests

  • Fix for quests not properly recognizing when the player takes the level warp elevator


Mutators

  • Random Level Themes is now known as Random Districts


Artificial Intelligence

  • Fix for instances where NPCs’ brains would cease to function during War Zone disaster
  • Fix for cases where NPCs would sometimes not open doors while in combat
  • Fix for NPCs staying hidden in bushes after being knocked back from Leafblower
  • Fix for NPCs taking weird routes around train/mine cart tracks while following the player
  • Fix for NPCs freezing in place when their building was gassed or lit on fire when Lockdown Walls are up


Performance

  • Improved load times when entering the game from Home Base, when the player dies and restarts the game, and when the player selects a character from the initial character select screen


Multiplayer

  • /kick in online games works differently. If you type in /kick, you will receive a list of players with numbers next to their names. If you type “/kick ”, you will kick that player. This fixes the issue of not being able to kick players with weird-ass characters in their name
  • Added the /ban command to multiplayer games, which bans a player for the duration of the game until the host quits to the main menu


Internal

  • Bunch of behind-the-scenes stuff


Alpha 50b



  • Fix for new Remove Disaster mutators’ text not appearing properly at the bottom-right of the screen and on the Main Menu
  • Fix for Change Save Slot having incorrect text
  • Fix for cases where cloned custom classes might appear with weird facial hair
  • Fix for Butler Bots spawning infinitely
  • Fix for cases where the game would freeze during loading if the player disabled certain disasters under a series of special circumstances
  • Fix for soft lock on Twitch “Choose Disaster” menu under the circumstances from the above fix
  • No longer possible to insert markup tags into multiplayer chat to “haxor” other people
  • Some extra Spanish translations


Alpha 50c (May 4)



  • Fix for items sometimes not being properly useable on multiplayer client
  • Fix for random chunks of meat and wreckage not being removed between levels


Alpha 50d



  • Fix for menu buttons sometimes not being clickable (traits selection, etc.)
  • Fix for skill bar showing the incorrect number of points after the player dies and a new game is started


Alpha 50e (May 5)



  • Fix for Daily Run potentially having mutators that it wasn’t supposed to

Alpha 49 - Big Quests

Finally, the long-gestating character-specific “Big Quests” are finally in the game!... in Beta form! For a full set of details on the current state of Big Quests, check out this week’s Fortnight Discussion, in which I humbly ask for your suggestions on this fledgling aspect of the game.

For the next batch of bi-weekly updates, I’ll be splitting my time between the usual content/bug fixes/etc. and behind-the-scenes stuff like optimization, work on console versions, engine improvements, and other things that I’d frankly rather not be doing if I had the choice :D While this may result in a lower volume of obvious output in these updates, I’ll be making an effort to stick some meaningful additions into to each one.

Alpha 49


Big Quests

  • Set up a whole bunch of infrastructure on which Big Quests will hang
  • Added Big Quests for:

    • Gangster
    • Zombie
    • Cop
    • Doctor
    • Investment Banker
    • Shapeshifter
    • Hacker
    • Werewolf



UI/Controls

  • Fix for mission status not changing in real time if the missions screen is left up in multiplayer mode


Disasters

  • Fixed some code relating to Disasters in Sandbox Mode, though I’m not sure exactly what impact this was having


Artificial Intelligence

  • Fix for NPCs that that were meant to be Neutralized for missions becoming Hostile toward each other too easily
  • Cop Bots come after the player when they are being hacked
  • Fix for NPCs sometimes not patrolling properly in multiplayer mode


Text

  • Altered ShapeShifter back story a bit


Multiplayer

  • Fix for Game Over screen sometimes appearing if the player teleported twice in rapid succession toward the start of a level


Other

  • Bunch of boring behind-the-scenes stuff that you won't notice or care about


Alpha 49b



  • Fix for Investment Banker and Hacker’s missions screen sometimes erroneously stating that the Big Quest had been failed for the district and run.
  • Fix for game hanging at the end of levels when a saved game from a previous build is loaded
  • Fix for game hanging when attempting to quit when a saved game from a previous build is loaded
  • Updated Unity engine from 2017.2.1f1 to 2017.2.1p4


Alpha 49c (April 21)



  • Fix for Cop Bots not being Aligned with other Cop Bots
  • Fix for Hacker installing malware not working properly for multiplayer client
  • If Shapeshifter murders everyone on the floor, their Big Quest status for the floor will be marked as failed
  • Better determination of which NPCs Shapeshifter should possess/kill on Big Quests
  • Fix for Hacker not receiving extra XP at the end of levels for Big Quest completion
  • NPCs no longer become Guilty for attacking War Zone Cannibals
  • More Butler Bots are deployed if things get really out of hand during War Zone (there can be 4 instead of 2)
  • Improvements to when the game determines it needs to deploy a Butler Bot
  • Memory leak fix in War Zone when bodies were gibbed frequently instead of cleaned up by Butler Bot
  • “Create A Mutator (Coming Soon)” entry no longer appears on the Mutators list (it may still get added, but mod support won’t be happening until post-1.0)
  • Custom character with Zombiism can now talk to other characters. However, custom characters with Fair Game cannot, unless they are Friendly/Loyal/Aligned


Alpha 49d (April 22)



  • Fix for initial menu text not loading in the correct language when the game is loaded
  • Fix for Hacker losing Big Quest if the floor was generated with no computers
  • For Zombie Big Quest, game is better at determining the percentage of the level that was zombified (leaves out ghosts and other NPCs that are impossible to turn)
  • Fix for Shapeshifter sometimes being told to possess certain NPCs for Big Quest that could not be possessed

Alpha 48 - 145 Fixes and Changes

My main focus for this update was on whittling down my extremely lengthy list of bug reports. I’m happy to say that I made a dent in it, though there are plenty more where these came from.

For the next update, I’ll FINALLY be starting work on Big Quests. That’ll be my main focus, though I might end up dividing my time between between that and some behind-the-scenes technical stuff.

This week’s Fortnight Discussion is dedicated to online multiplayer. What new features would you like to see added to this mode?

Alpha 48


Graphics

  • Added proper Wreckage sprites for a number of objects and walls
  • Fix for incorrect Wreckage sprites sometimes appearing when destroying unique wall types like Hedges and Glass
  • Fix for electrocution animation continuing when the game is paused
  • Fix for some instances where people could be running while facing the wrong direction
  • Fix for floor sometimes appearing green after exiting a level with the Radiation disaster


Environment

  • Fixed an instance where a Panic Room was counted as outdoors, which was no good during the Radiation Blasts disaster


UI / Controls

  • Fix for Status Effects not displaying on the interface if the player stood in a Lake while the counter ran down, and received the Status Effect a second time
  • Fix for question marks and other state indicators appearing above NPCs’ heads after they are Frozen
  • Health bars appear over NPCs’ heads if you mouse over them and their health is less than max
  • Fix for gamepad icons on Character Select not appearing for the first frame or two when the interface pops up
  • Fix for Clone Machine showing the wrong money costs for Thrown items
  • Fix for Missions Screen getting stuck if the player opened it on a specific frame following completion of a mission
  • Potential fix for question mark appearing permanently above someone’s head
  • Trait description at right of trait menu cannot be changed once an end-level trait is chosen
  • Hacking is not canceled if the player is scrolled off-camera
  • Item Teleporter interface now causes gameplay to slow down in single-player mode
  • Added larger mouse collision boxes to some of the larger objects
  • Fix for Armor display sometimes remaining on-screen when it should not after player chooses to Continue when dying
  • NPC Info (from when you hold space bar) disappears when the person becomes invisible
  • Fix for Twitch Reward Vote appearing after the game had ended


Playfield Objects

  • Thrown items like Grenades and Shurikens are sold in more appropriate amounts in Loadout-O-Matics
  • Fix for cases where Wall Fires would remain if the Wall was destroyed through some other means
  • When refilling guns at the Ammo Dispenser, the cost must always be at least $1
  • Lockdown Walls no longer go up during Riots
  • Flamethrower no longer damages Fire Hydrant
  • Bushes cannot be picked up by Wrestler
  • Fix for certain instances where the player could be teleported on top of Lasers
  • Flame Grates spawn slightly further from the player’s starting position
  • Potential fix for instances where player could tap on windows from indoors
  • If Supercop that player received from Alarm Button is killed, Alarm Button can be used again
  • Potential fix for Crushers, Fire Spewers and other objects not being destroyed when the wall they are attached to is destroyed


Items

  • Fix for items like Syringes and Guns not retaining additional properties after being stolen by Thief
  • Fix for “glitch item” remaining in Wrestler’s hand if he picked up an object, then died after taking Resurrection Shampoo
  • Oil Container is now affected by the Infinite Ammo mutator
  • Cigarette Lighter is no longer confiscated by Cop Bots
  • Potential fix for players being teleported onto Bear Traps
  • Created fail-safe for rare cases of items becoming stuck in walls
  • Bear Trap no longer causes NPCs to become Hostile toward the player when they get near it -- rather, they must actually step in it
  • NPCs are not as good at avoiding Bear Traps thrown by player
  • Fix for Paralyzer Trap not making NPCs Hostile
  • Identify Wand can now be used to identify Cocktails
  • When a Thief steals items for someone, items will be stolen first before money
  • Kill Profiter, Kill Ammunizer, etc. do not trigger when the player hits and kills someone who has already been knocked out, arrested etc.
  • Oil Container no longer disappears from the player’s inventory when it runs out of fuel
  • Fix for Oil Container sound effect not playing on multiplayer client
  • Fix for Oil Container’s out-of-ammo status text not appearing on multiplayer client
  • Fix for issue where Wrestler would sometimes equip a weapon that had been destroyed in a
  • Food Processor or Sell-O-Matic after picking up an tossing an environmental object
  • Cardboard Box can now be used to walk around town free of harrassment from Hostile people, provided they are not aware that you are under the box
  • Ammo Stealer no longer refills Water Pistol and Oil Container
  • Fix for weapon remaining in player’s hand if player Possessed someone who had a weapon equipped, and then immediately dropped that weapon
  • Changed Slave Helmet Remover description to explain how the item can be used
  • Fix for Workers in buildings with constantly spewing Gas Vents sometimes not starting with Gas Masks equipped
  • Ammo Stealer can no longer be used on other players
  • Fix for Ghost Gibber and other weapons pausing very briefly in the middle of rapid fire
  • Fix for Ghost Gibber particles not appearing for other players during online games
  • Fix for Leafblower not working very well in tight alleys and confined spaces



Status Effects / Traits / Special Abilities

  • Poison no longer interrupts Dizzy and other similar status effects
  • Supercops who are Possessed by Shapeshifter now have the ability to Arrest people
  • Durabilitacious no longer appears in games where the Infinite Melee Durability mutator is active
  • Fix for Clumsiness Accepted not working when Doors are broken
  • Ghosts that spawn do not become angry when player has Clumsiness Accepted
  • Fix for Tranquilize numbers above people’s heads going below zero into the negatives if they were Invincible when the counter hit 0
  • Clumsiness Accepted no longer covers Hacking, messing with Air Conditioners, etc.
  • Dizzy no longer removes Withdrawal
  • Fix for multiplayer client not receiving Upper-Crusty trait after purchasing
  • Fix for mission-related NPCs who were meant to be neutral towards the player having an Ideological Clash
  • Players who have the Camouflage special ability and Backstab will do camouflage-level backstab damage when they gain Invisible status effect
  • Fix for player not losing health when they revive another player while they have Invincible
  • Fix for Fires altering the direction of Jock’s Charge ability
  • Fix for Conveyor Belt stopping Jock’s Charge ability
  • Player can no longer use Bite on Zombies
  • Fix for Explosions not always gibbing NPCs on death when they are Aligned or Loyal to the player
  • Fix for Resurrection sometimes restoring the player to 0 health during Shifting Status Effects disaster
  • Fix for clients not being able to start multiplayer games if their custom characters have more than 50 traits
  • Bloody Mess trait does not appear in-game when Blood is turned off in Settings
  • Fix for clones of Custom characters not always having the correct traits during multiplayer games
  • Ghosts can no longer step on Shrunk people
  • Ghosts can never get Resurrection Status Effect (not sure how it’s possible for ghosts to get ANY status effect, but people reported it happening and causing problems)


Sound

  • Teleport sound effect no longer pauses when “Mission Complete” appears, because it felt weird when the sound effect continued playing after the notification disappeared


Stats / Unlocks

  • Fix for “Angered” stat not including NPCs who were initially hostile toward the player (such as Cannibals) who spot the player during gameplay


Missions

  • No longer possible to receive missions that involve rescuing Zombie
  • Fix for Neutralize All missions sometimes being completed early if the player turned one of the targets into a Zombie and then killed that Zombie
  • Fix for issue where “Rescue” quests given by questgivers could be completed while the victim was still in prison if the questgiver was close enough to the prison
  • Optional missions are failed if the questgiver is Annoyed or Hostile toward all players in the game, rather than just a single player
  • Rescue and Free Slave missions are failed if the prisoner is Hostile toward all players in the game, rather than just a single player
  • Fix for not all objects appearing on multiplayer client’s map for “Destroy All” missions


Disasters

  • Fix for Shifting Status Effects disaster ending prematurely
  • Fix for cases where Find Bombs disaster had no bombs to find


Mutators

  • Fix for “Continue” sometimes allowing people to continue Continue when they should not be able to


Level Generation

  • Potential fix for levels loading past 100% and then failing to load
  • Added some failsafes for cases of levels not loading
  • Fix for instance in one of the Hideouts where two objects could spawn in the same spot
  • Fix for objects sometimes spawning on top of Frozen Lakes
  • No longer possible to get past the holes at the edge of the map if you are moving fast enough
  • Fix for certain doors not appearing Locked from the correct direction during Lockdown
  • Vendor Carts are much less likely to spawn in Bushes
  • Vendor Carts will not spawn too close to Water


Artificial Intelligence

  • Arena Wrestlers will not be affected by an Ideological Clash
  • Arena Wrestlers cannot be Bounty Hunters
  • Fix for NPCs with the Bite ability getting Annoyed when they see someone else bite someone
  • When an NPC steps in a Land Mine placed by the player, they will not become Hostile unless the player is within view at the time. The same goes for Bear Traps and Paralyzer Traps
  • Bounty Hunters who attack the player are considered Guilty
  • Supercops address the player properly as a “fellow peacekeeper” if the player has The Law
  • Fix for Cop Bot refusing to talk to the player if they were Annoyed with them while asking them for something
  • Fix for NPCs sometimes declaring when they are Annoyed with the player while hidden
  • Mobsters who mug the player are classified as Guilty
  • Fix for NPCs not being removed from the player’s party properly when the player tells them to leave town
  • Cops no longer become Annoyed or Hostile toward the player if they see the player Biting or Cannibalizing while they have Above the Law
  • Zombies can no longer talk to people who are scared/hostile while the person’s back is turned
  • Player can no longer talk to people who are Annoyed while their back is turned
  • When you attempt to talk to people who are Annoyed and they tell you to go away, the Annoyed sound effect will play
  • Fix for Slaves not being properly removed from player’s party if they die from their helmet blowing up due to being out of range of player
  • Gorillas who reside in the Park will not follow the player between levels
  • Fix for non-owners in a building becoming Friendly toward the player when the player purchases a Key or Safe Combination from a Clerk
  • Fix for Slavemaster players being able to free Slaves walking around the level that are not their own
  • Fix for NPCs becoming Friendly toward the player when they are already Aligned or Loyal after the player obtains a Key, Safe Combination, or Quest Item from them
  • Slavemasters will prioritize selling a slave that must be Neutralized for a mission
  • Fix for Supercops called by the player through Alarm Buttons sometimes returning to their
  • Police Box before attacking someone that the player had requested they attack
  • Fix for Scientist saying the wrong dialogue when an item is purchased from him
  • Player can no longer ask Zombified people to leave town if there was once a mission to neutralize that person
  • Fix for Slaves leaving the player’s party if the player asks them to leave town, and they refuse due to having a helmet on
  • Fix for NPCs sometimes not becoming Hostile when the player when the player threatens them
  • If NPCs are neutralized from Poison or Tranquilizing over time via the player, or similar status effects, other NPCs will not assume that the player was responsible
  • If the player is invisible while killing someone, NPCs who see the body will not assume the player was responsible
  • Fix for Cops all over the level being notified when the player caused a huge explosion
  • NPCs will not detect the player if they do things that bring up the “operating bar” interface while under a Cardboard Box
  • Cannibals no longer pop out of Bushes and Manholes when the nearby player is Aligned
  • Werewolf (when transformed) hates Vampire, and vice versa
  • Bounty Hunters no longer ignore the player if they are Friendly or Loyal
  • If the player attacks an Aligned NPC who is meant to be Neutralized for a mission, the NPC will become Hostile more quickly than they would normally
  • Fix for NPCs not leaving their “Hidden” state if the Bush they were hiding in was destroyed (possibly by fire) while the player was not in close proximity
  • Fix for Cops and Slavemasters becoming Hostile toward each other if the player hacks a Slave Helmet and blows it up
  • If the player has a mission to neutralize a Slave, his Slavemasters will be classed as Guilty
  • Slaves will fight on the player’s behalf without the player explicitly telling them to do so
  • Slaves become Loyal instead of Friendly when the player removes their Slave Helmet
  • Butler Bot is capable of knocking down doors, much like Killer Robot
  • If Butler Bot gets stuck somehow and spends too long standing in the same spot, another Butler Bot will be spawned as a fail-safe
  • Fix for Cannibals attacking burning Bushes


Text

  • Spelling corrections in various languages
  • “End Game” changed to “End Run” to avoid confusion


Multiplayer

  • Fix for instances where client joining at the exact time the host was switching levels could cause the host player to spawn at the bottom left corner of the map


Other

  • Updated G2U plugin to version 2.1.13
  • Updated Rewired plugin to version 1.1.12.1


Alpha 48b (April 6)



  • Fix for local coop players 2, 3 and 4 not being able to open minimap
  • Fix for top-of-screen icons of players 2, 3 and 4 sometimes appearing as white boxes
  • Fix for occasional errors loading new levels


Alpha 48c (April 8)



  • Fix for not being able to see Trait descriptions at the end of the level if the player leveled up twice during that level and is selecting their second Trait
  • Fix for Industrial hideouts always spewing Gas from vents
  • Fixed a bunch of Spanish translations
  • Fix for Ice Rink sometimes appearing with incorrect texture


Alpha 48d



  • Fix for weird crap occurring when saved games were loaded