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Investment money can be withdrawn at ATM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Investment money can be withdrawn at Bank Clerk or Office Building Clerk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.
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!
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.
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!
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
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