As promised, I did a bunch of work on new Disasters this week, nearly doubling the current Disaster count! Check the changelog for the full list, and let me know what you think of them -- too easy, too hard, too dull, whatever.
There are still more disasters to come in the future, but for next update, I’ll probably be doing a big bugfix pass, because the list of bugs that y’all have reported is getting dangerously close to toppling over at this point.
For this week’s Fortnight Discussion, I’m looking for some input on new temporary status effects you’d like to see in the game...
Alpha 47
Disasters
Ooze - Dangerous Ooze is spreading through the level...
War Zone - There’s a war going on between Cannibals and Soldiers, who spawn infinitely while you complete your missions.
Bounty - There’s a bounty on your head, and random people with concealed weapons will attack you when you get close
Lockdown - All doors are locked, and no one will let you in. Also, the Cops are Hostile.
Shifting Status Effects - Everyone in the level receives a new, randomized status effect every 10 seconds
Non-Playable Characters
Butler Bot - Appears during the War Zone disaster to clean up bodies and items and save your frame rate. To be honest, your frame rate might still get killed. I’ll be doing more performance work soonish.
Graphics
Screen no longer shakes when an NPC kills another NPC
Fix for NPC lighting not adjusting properly after the NPC had died
Fix for “falling down hole” animation becoming frozen on rare occasion
Fix for light and shadow remaining when people fall down holes on multiplayer client
UI / Controls
Exclamation marks and sound effects no longer appear for rioters
Playfield Objects
Mysterious Elevator in Home Base now has a sign over it to indicate its function and avoid confusion
Status Effects / Traits / Special Abilities
“Increase All Stats” effect from Cocktails lasts 60 seconds (as intended) instead of forever
Being hidden in Bushes no longer protects the player from Radiation Blasts
Fix for Dizzy not going away when the person is hit and loses health
Level Generation
Fix for Bathhouse bathroom door triggering NPCs to become Hostile
Fix for bathroom in one of the Movie Theaters counting as “outdoors”
Artificial Intelligence
Added “Retreat Indoors” AI behavior, and other stuff for Ooze disaster
Fix for NPCs not properly determining their objects of interest during disasters that made them want to stay indoors
Fix for owner NPCs sometimes wandering into buildings that were not theirs
Supercops are now Friendly toward custom classes with The Law
Fix for Cop Bots and Supercops becoming Hostile toward players who arrested Guilty people
Fix for Upper-Crusters not becoming hostile toward the player immediately when the player attacks them as a Cop
Fix in Supercop’s Investigate behavior (after spawning through a Police Box) - After reaching their investigation location, they investigate the surrounding area, rather than returning to investigate the area near the Police Box
Cannibals are now Aligned with all other Cannibals
Fixed issue with gang pathfinding where gangs could occasionally become stuck
When Hacker makes Television explode, NPCs will not become Hostile
When NPCs are injured by Fires set by the player, they will only become Hostile if the player is within their line of vision at the time
Text
Fixed Fan Translation issue that could prevent levels from being loaded
Added font with Polish characters for Fan Translations, see “How to make translations.txt” file for how to implement this
Alpha 47b (March 23)
Ooze appears on Minimap
Fix for NPCs taking extra damage from Ooze in multiplayer mode and becoming Hostile toward players as a result of the damage
When NPCs retreat from Ooze, they will retreat to their own building if possible
Player cannot receive Rescue missions on Ooze levels
Fix for players with Art of the Deal being able to purchase the Butler Bot’s Duster
Fix for rare cares where Safe Combination would not spawn
Fix for Ooze appearing underneath Flame Grates
Fix for Ooze tiling not appearing correct after objects are burned
Fix for cases where Saw Blade could go through walls
Fix for Radiation Blasts and Lockdown disasters appearing in Park levels
Added some Spanish language translations
Alpha 47c (March 24)
Fix for Cops not becoming Hostile when they see people fighting other people
A bunch of other fixes that I'll detail in the Alpha 48 patch notes
Alpha 47d (March 25)
Reverted change made to items in the previous build that caused them to sometimes teleport inappropriately.
Alpha 46 - Level 5-3, Firefighters
I went into this update with the intention of doing a bunch of Uptown-exclusive content, and while there’s some of that in here, I also ended up spending like 5 days making functional Firefighters (non-playable for now!). Also, fixing a whole bunch of bugs.
My general rule is that if I catch a bug during development and it’s not necessarily easy to reproduce, I drop what I’m doing to try and fix it. This is often the case with AI bugs, which are notoriously frustrating to try and replicate from user reports. Fortunately for me, I encountered a lot of these elusive AI bugs while getting Firefighters to do their thing. So that was a nice surprise.
Though Uptown didn't get as much attention as I was planning this week, I've still made the game playable through 5-3. Expect a drip-feed of level-specific updates to Uptown and other levels throughout the game's Early Access development.
For next week, my primary focus will be on creating new Disasters -- an area of the game that hasn’t gotten much love in awhile.
In other news, March 10 marks Streets of Rogue’s 1-year anniversary in Early Access. While there’s no way to really quantify the work that’s been done in this period, the number of personally-written lines in my code base increased by about 40%. For a game with a 4+ year development time, that’s pretty hefty. (And for those interested, the final line tally was like 200,000, with 80,000 written in the past year.)
For this week’s Fortnight Discussion, I’m looking for input on how certain things in the game should function. Specifically: Fountain, Well, Satellite Dish, Arcade Game, Barbecue, Fireplace, Gravestone, ATM machine, and of course, Toilet.
Alpha 46
Levels
Game is now playable through 5-3
Music
New Track “Floor 5-3 Tell It To My Cardiologist, Why Dontcha” added to soundtrack owners’ libraries
Achievements
Uptown Upper-Cruster achievement can be earned
Non-Playable Characters
Firefighter - Yes, they will actually come and put out fires. In the future, I’ll likely be giving them some sort of water cannon bionic arm, because right now they use Fire Extinguishers, which is lame.
Alien - Sorta hidden right now and not very fleshed out, but can you find him????
New Environments
Fire Station
Broadcasting Station
Outdoor pits surrounded by fences
New Objects
ATM Machine - Not fully functional, but check out this week’s Fortnight Discussion!
Desk - Finally, office buildings have proper desks instead of home/bar tables
New Items
Fire Extinguisher
Characters
Player can borrow money from any Bank, even if they are not an Investment Banker.
Debt money can no longer be paid back to Drug Dealers, Shopkeepers, etc. It must be transferred through either an ATM Machine, or the Clerk at the Bank.
Graphics
Pieces of Wreckage will disappear when they move over Holes or Conveyor Belt
Fix for Fire particle effects sometimes appearing to face the wrong direction
Fix for items sometimes having extremely bright lighting as the player progressed further into the game
Fix for people becoming too bright when bunched up together in a group
UI / Controls
Fix for text “E_ObjectAgent” appearing on cursor
Playfield Objects
Sign appears at the beginning of Level 5-1
Power Box hit points reduced from 50 to 30
When Fires in objects like Flaming Barrels are extinguished, fire no longer returns if the player goes away and comes back
Fires in objects like Flaming Barrels being extinguished is displayed properly on multiplayer client
Fix for Fires continuing to spread after being extinguished
Extinguishing a Fire no longer causes the object or wall to be destroyed
Fix for Fireplace appearing inside walls on multiplayer client
Fix for Fires not being destroyed properly internally when they are destroyed by being extinguished in some way
Taking damage from status effects no longer causes the player to become un-hidden from Bushes
Player is more likely to auto-aim at Exploding Barrel
Fix for situations where Gas would continue spewing from vents permanently when it was not supposed to
Potential fix for people being teleported on top of manholes
Fix for player Cops being able to go through blue Lasers without setting off the metal detector
Items
Fix for Hypnotizer not working properly on gamepad after first level
Combat
Fix for Flamethrower causing knockback on dead bodies on multiplayer client
Sound
Fix for Wall Break sound not playing on multiplayer client when Fire destroyed a wall
Events
Fix for not being able to exit Arena if opponents are Zombified rather than completely neutralized
Missions
Player may receive missions to Neutralize a person roaming the streets, typically with armed guards or a gang
Mutators
Random Mutators mutator now keeps all the initial mutators you select and does not replace them with new ones
Random Mutators now works properly when you disable certain level themes
Fix for incorrect music tracks playing during Quick Game mutator
Fix for Disasters not always appearing on the correct levels in Endless mode when Quick Game is activated
Fix for bodies not being destroyed properly in the Exploding Bodies mutator if the player was very far away when the body exploded
Fix for recently-added mutators causing the Home Base to have non-standard “level themes”
Level Generation
Gangsters may be seen roaming the streets in gangs of 3 or 4
Musician may be seen roaming the streets with armed Goons
Uptown mansions may be filled with Vampires or Mobsters
Wood walls appear more frequently
Fix for Bouncers not spawning next to Mine Cart/Train Tracks
Fix for Water sometimes appearing where Ice was supposed to during Mixed-Up Levels mutator
Fix for lights above Lakes not spawning on multiplayer client
Fix for Door, Window and other objects occasionally facing the wrong direction in certain buildings
Artificial Intelligence
Added lots of AI revolving around extinguishing fires
Better pathfinding around Fire Hydrant sprays
Fix for property owners becoming Hostile toward Invisible people who open doors in their presence
Fix for Bouncer requesting money from the player upon talking to him after completing Arena fight
Fix for NPCs in roving gangs sometimes not fighting the player when they were too far away from their starting position
Fix for NPCs sometimes appearing to run back to the object they were observing when they come into the player’s view
Fix for NPCs with only one object to observe repeatedly walking away from that object for a split second and then returning to it
Fix for instance where NPCs could get confused on what to do next while battling the player, as a result of paying too much attention to certain noises where the player destroyed their property
Fix for NPCs running away from fire that had spawned in a different building
Fix for NPCs continuing to gather around Television long after it had been hacked to produce High Volume
After being hearing the hacking noise, NPCs no longer continue to search for the player for as long as the hacking interface is on the screen -- rather, they only perform one search
Fix for certain situations where NPCs could become stuck in place while searching for the player during combat
Fix for certain situations where pathfinding and movement for NPCs would stop working
NPCs are slightly better at using the Flamethrower
NPCs no longer have difficulty attacking objects that block their view, like Trees and Shelves
NPCs are less likely to walk on Train and Mine Cart Tracks
Supercops no longer become Hostile toward normal Cops who attack or arrest Guilty people in their presence
Fix for NPCs sometimes not running out of buildings when the building is gassed
Text
Bunch of Russian Language fixes and additions (thanks to the Russian Streets of Rogue community on vk)
Added clarification in Super Studious description that this trait results in fewer Chicken Nuggets per level-up
Flesh Feast description changed to highlight the fact that it only works on non-neutralized people
Other
Updated 2D Toolkit plugin from 2.5.8.8 to 2.5.8.9
Alpha 46b
Fix for “Uptown Upper-Cruster” achievement not triggering
Fix for one of the Music Halls being able to have both Wood and Normal walls
ATM Machines appear closer to walls
Alpha 46c
Fix for Uptown 3 not having a disaster
Fix for Uptown 3's title appearing as "Uptown 1"
Alpha 46d
Fix for “Uptown Upper-Cruster” achievement not triggering (for real this time)
Alpha 46e (March 11)
Cop Bots are hackable
Firefighters will fight Oil Fires
Better Fire performance
Fix for NPCs sometimes having a psychic ability to know when you committed a crime, particularly relating to Fire
Fix for certain things in a level not working properly when too many fires were set, easily indicated by fires not appearing
Fix for Random Level Themes mutator not functioning properly
Fix for Security Cameras sometimes being able to spot the player when they are in a different building
Fix for Thief being able to steal Key and Safe Combination from the player
Minor performance improvement to multiplayer client due to certain invisible objects not being spawned now
Fireproof Suit is selectable in Character Creation, and may appear as a Loadout item
Fix for walls near Uptown Pits not always being the correct type
Fix for Supercops and Cop Bots becoming immediately Hostile toward the player during Riot
Another attempted fix for permanently falling down Manholes
Fix for Alien displaying an error message when spoken to
Fix for Firefighter interaction dialogue not appearing
Alpha 46f
Fix for certain items that required the player to target something in the environment being unusable
Alpha 46g (March 12) (Last one hopefully!)
Fix for Hologram Bigfoot being capable of taking damage
Fix for items sometimes not appearing in Rogue Vision mode
Fix for Zombies having their shadows visible immediately after zombification in Rogue Vision mode
Alpha 45 - 12 New Mutators
Well, 16 new mutators to be more accurate, but 5 of them are basically the same thing.
I actually spent the bulk of this update working on the level loading improvements that I started during the last update cycle, but most of my changes weren’t ready for public consumption, so I left them out of this build. I’ll start drip-feeding these changes slowly over future builds, since there is lots of potential for these to cause new bugs, and I don’t want to break TOO much at one time.
More Uptown content is still coming. I’ll be away for a few days over the weekend visiting my grandmother for her 100th (!) birthday, but hopefully I’ll get to spend most of the next update cycle focused on Uptown.
Also, speaking of mutators -- that is the topic of this week’s Fortnight Discussion!
Alpha 45
Mutators
Added “Remove Levels” mutators for Slums, Industrial, Park, Downtown, and Uptown. These will remove the specified level theme from the game.
Added “Random Level Themes” which randomizes each level variety you enter (Slums, Industrial, etc.)
Added “Exploding Bodies”, which causes people to explode shortly after dying or being otherwise neutralized.
Added “No Cops”, which removes patrolling Cops, Supercops and Cop Bots from the game. Cops can still be found in Police Stations, and Supercops can still be called via Alarm Button.
Added “Full Health For All”, which calculates health for players and NPCs the same, rather than reducing NPC health by comparison
Added “Infinite Melee Durability”, which does what it says.
Added “Infinite Ammo”, which again, does what it says
Added “Infinite Ammo for Common Weapons”, which encompasses mostly bullet-based weapons like Pistol, Shotgun, etc.
Added “Random Mutators” where each level contains a new set of mutators
Added “Continue?”, which gives the player 2 Continues. This means that if the player dies, they can start at the beginning of that level, with everything reset to its original state. On the third death, the game is over. This doesn’t work in online multiplayer yet.
Added “Mixed-Up Environments”, which can result in Lakes appearing in the Slums, Manholes appearing in Industrial, Upper-Crusters appearing in the Park, etc.
Added “Quick Game” which makes the game 10 levels long instead of 15.
Extreme Time Limit renamed to Time Limit EXTREME to make it easier to find alphabetically amongst similar mutators
Fix for bug in New Character Every Level where the character’s special ability from the previous level could remain on the screen
In Rogue Vision mode, player can no longer use the cursor to highlight items that are not visible to the camera
Graphics
Fix for shadows appearing under certain objects in Rogue Vision mode when they were not supposed to
Fix for pink objects appearing on multiplayer client in Rogue Vision mode
Fix for shadows caused by walls near doors occasionally appearing in the wrong spot
UI / Controls
Fix for countdown timers not appearing on multiplayer client
Fix for multiplayer client not being able to auto-teleport to the Exit using the Ctrl key when all missions are completed
Fix for multiplayer chat log sometimes disappearing if it became too long. Older text is now removed manually if the log gets too big.
Playfield Objects
Fix for Mine Cart tracks sometime spawning in the wrong position on multiplayer client
Fix for Turret sometimes not activating when Security Cameras spotted the player when there were multiple Security Cams
Items
Cocaine is now known as Sugar, and Steroids are now known as Muscly Pills. These were the only real-world drug references in the game (except for cigarettes/nicotine, which is bad for you in the game), and I decided to replace these due to A. Parents finding these references a little jarring, B. ME finding them a little jarring since they don’t quite fit with the weird nonsense world of Streets of Rogue, and C. I feel like something like that could take the game from a T rating to an M rating when the ESRB eventually does its thing. Overall, it didn’t seem worth keeping this stuff in the game. Also, the idea that drug dealers sell bags of sugar to willing customers is pretty funny.
Musician no longer carries items that do not exist in the game code
Status Effects / Traits / Special Abilities
Modern Warfarer now works on NPCs
Sound
Fix for music not fading out properly at the end of levels
Fix for music sometimes not playing when reaching a new level
Missions
Soldier players will not receive missions that take place in Military Outposts
Level Generation
Various fixes to the new level loading system from the last build that should result in an overall decrease in weird bugs
Lockdown Walls can now be placed next to Fences
Text
Changed text descriptions for No Guns mutator to mention that all guns would be replaced with equivalent melee weapons. Did the same for No Melee mutator.
Added notification to “End Game” prompt that saved progress will be destroyed
Performance
Lots more work on level-loading performance, though most of these efforts aren’t bug-tested enough for me to activate them in a public build
Alpha 45b
Fix for Downtown levels (possibly others) sometimes not loading properly for multiplayer client
Fix for issue where the player could close the “select a trait” interface if it appeared directly after the player achieved an Unlock and the player clicked outside of the interface
Fix for Refrigerator sometimes running through walls and objects without destroying them
Alpha 45c (February 23)
“Remove Levels - Uptown” mutator is now unlocked at the end of 5-2. When 5-3 is actually made available, I will increase this to 5-3.
Fix for certain traits like Scientist Slayer and Blahd Basher not working properly on multiplayer client
Fix for NPCs attempting to path around Killer Plants that were destroyed
Fix for Cannibals not always facing the player when revealing themselves from bushes
Fix for timer sometimes appearing incorrectly between levels
Alpha 44 - Improved load times, Level 5-2
My work took a bit of an unexpected turn this update cycle. I had been planning to focus on content for Uptown, but I ended up making a pivot. I realized that it was sometimes taking upwards of 20 seconds to load Uptown levels on my PC, which isn’t really acceptable. I’ve also heard reports of other people having difficulty loading the Uptown levels without crashing.
The way the game loads new level data has remained mostly the same for the past couple of years, and I figured this would be a good opportunity to apply some new techniques I’d been wanting to use. These are partially implemented in Alpha 44, and as a result, load times between levels should be about 40%-50% faster. Right now, this new loading method ONLY takes place when going from one level to the next, not when restarting the game or beginning a new game. Also, it’s not fully implemented yet, I’ve still got more to do before the full range of my work is ready for public consumption.
These new techniques will not only speed up load times, but make it more feasible for me to create large streaming worlds with this engine in the future (that’s a ways off, but I’m laying the groundwork right now). I’m also laying the groundwork for “level chunks” to be loaded in a new/better way, which will make a level editor more feasible in the future.
I haven’t added a whole lot of new stuff to Uptown for this build, but I did extend the game to be playable through 5-2. I probably won’t have a ton of time to work on Uptown content for Alpha 45 either, given my continued work on level loading. So I’ll likely make 5-3 available in Alpha 46. Maybe. I dunno, we’ll see :D
For this week's Fortnight Discussion, I'm going to do something a little different. I normally ask for ideas and suggestions on various areas of the game, but: Games Similar to Streets of Rogue.
Alpha 44
Levels
Game is now playable through 5-2
Music
New Track “Floor 5-2 Gonna Bust a Blood Vessel” added to soundtrack owners’ libraries
Graphics
Fixed shadow for Loadout-O-Matic when it is facing West
UI / Controls
Fix for player 2’s Skill Bar text not appearing when player gained XP in coop mode
Playfield Objects
More difficult for people to become stuck in Lockdown Walls
Items
Fix for EMP Grenades blowing holes in walls if they hit a Cop Bot or Killer Robot
Fix for Oil Container subtracting 2 ammo per tile instead of 1
Status Effects / Traits / Special Abilities
Certain Cop Bots can now rob the player of “non-Uptown-approved” weapons
Fix for Addict trait for Investment Banker not appearing on Character Select screen
Fix for player not gaining Upper Crusty when Possessing residents of Uptown
Fix for player retaining Withdrawal and Feelin’ Good after depossessing from Investment Banker
Missions
Fix for Cops sometimes not getting missions on a level
Level Generation
Fix for early-floor Hooligans not spawning in Uptown prison cells
Artificial Intelligence
Cop Bot no longer gets scared of people with Fair Game
Fix for Office Drone and Clerk not getting Annoyed at people with Malodorous or Naked
Clerks in Deportation Center do not get Annoyed at people with Suspicious, Malodorous or Naked
Fix for Cops not being Aligned with custom characters with The Law
When Comedian successfully tells a Joke to a Bouncer or Clerk at a Deportation Center, the effect is the same as if the Comedian had bribed them, so other people in the building will leave
the player alone
NPCs are better at using Flamethrower
Text
Modified “Promise I’ll Return It” text to clarify that it does not work with Pickpocket
Performance
Load times between levels improved by around 40%-50%, primarily due to the points below
Unity “scene” does not switch when player enters new levels, so certain elements like the interface are no longer regenerated
Walls are now pooled instead of being generated fresh each level
Higher frame rate during parts of the level load (though you won’t notice this)
Other
Updated Rewired plugin from 1.1.9.0 to 1.1.10.0
Internal
Added a new and better method for loading level chunks into the game, though it’s not currently used yet
Got another console version up and running. Still can’t say which one it is yet!
Alpha 44b
Fix for issues with walls not always being solid
Fixed issue with game going haywire upon Possessing people or turning into Werewolf
Fix for game sometimes getting stuck on loading screen in coop mode
Fix for Endless mode not looping properly
Alpha 44c
Fix for certain disasters carrying over into the next level
Alpha 44d (February 10)
Fix for Safe Combinations and Keys sometimes not appearing in online multiplayer games, and other various related weirdness, such as destroying computers not unlocking doors and safes, and turrets not being connected to cameras
Fix for elements of Missions screen remaining after level ended
Potential fix for rare bug where players start a level with no items
Fix for walls and objects appearing too dark when Lighting is set to None
Added preventative measures to ensure lockdowns can’t last more than 40 seconds at a time
Music for level 1-1 and 1-2 has been altered slightly (soundtrack files included) to remove high-pitched effects from the tracks that were making some players insane
Expanded Gas collider radius slightly
(For real this time) Fix for Oil Container taking 2 ammo per tile instead of 1
Alpha 44e (February 13)
Fix for crash that could occur at 100% loaded if game was out of protips to display
Fix for crash that could occur at 62% loaded if something was spawned out of bounds of the gameplay area
Fix for traps like Crushers and floor switches appearing out of bounds of their building
Alpha 43 - Uptown Level v1
Level 5 is finally here! Well, partially! As of right now, Uptown is still very much in development. Actually, none of the game’s levels are really “finished” by any stretch, but Uptown especially! A bunch of the new Uptown content that I’ve been working on isn’t ready for public consumption yet, so I’ll be pushing out more of this content over the next couple of updates. You can play through 5-1 right now to get a little taste of what’s in store. Expect it to become more fleshed out and varied from the other levels in the weeks to come. Let me know what you think of the new stuff in this thread.
(Astute readers may recognize that the preceding paragraph is nearly identical to my “Downtown Level v1” update)
This week’s Fortnight Discussion: Mission Types. What sort of missions would you like to see in the game, and what sort of variations would you like to see in existing missions?
Alpha 43
New Stuff
Levels <*>Game is now playable through 5-1
Music
New Track “Floor 5-1 I'm Too Arousing For My Turtleneck” added to soundtrack owners’ libraries
Achievements
Unlock Elevator Access - Uptown
Art
New wall and floor art for Uptown levels
Non-Playable Characters
Cop Bot
Environments
Gated Community
Mansion
Uptown House
Bathhouse
“Zoo” (features zombies, cannibals, and those filthy, uncouth Slum Dwellers)
Private Club
Deportation Center
Confiscation Center
Police Outpost
New Bank varieties
New Music Hall varieties
New Mall varieties
New City Park varieties
Objects
Lockdown Wall (barricades that go up when Uptown goes into Lockdown)
Everything Else
Environments
Fixed a hole in one of the Hideout buildings not being the correct size
Graphics
Internal fixes to characters’ facial features, hats etc. are determined, could potentially fix a few small things
Fix for swimming NPCs on multiplayer client not appearing to be underwater at the start of a game
Playfield Objects
Certain doors have been given “Panic Room” behavior for particular buildings like Mansions
Fix for Ghosts and Holograms being poisoned by Slime Puddles
Fix for player sometimes being teleported behind vending machines and trash cans
Items
Items that were missing from Item Teleporter were now available
Fix for Thief NPCs being able to steal quest items from player
Status Effects / Traits / Special Abilities
Investment Banker NPCs do not start with Addict
Level Generation
Fix for cases where buildings may not have been generated at proper difficulty levels on higher floors
Artificial Intelligence
Supercops are no longer Aligned with player cops, they are Friendly instead
Supercops will enter private property to investigate noises
Clerk in Deportation Center can be paid off
Fix for Goons sometimes not patrolling correctly
Fix for people sometimes observing Shelves against walls from the wrong side of the wall
Non-owners no longer take interest in objects outside of the building that they occupy, such as Air Conditioners
Fix for NPCs sometimes having difficulty navigating Crushers
Fixed pathfinding issues directly after an NPC jumps out of water
Fix for player not being able to ask Slaves to leave town after they are freed
Player can ask Slaves to leave town when they are in captivity, but they will always refuse due to the fact that their helmet would blow up
When player pays a bouncer, not all NPC owners in the building will become Friendly -- only the ones that would have become angry with the player immediately upon seeing them
Multiplayer
Potential fix for multiplayer issue where host can enter the game as the incorrect player and start at the bottom-left corner of the map
Removed /teleport function from multiplayer games, this was meant to help with issues in earlier builds
Alpha 43b (January 27)
Fix for quests sometimes not appearing properly when due to reward item not being chosen
Fix for music not looping properly in 5-1
Cop Bots can be killed by EMP Grenades
Fix for gamepad players not being able to properly target a position to make their followers stand guard
Fix for Investment Banker dropping items that were never programmed into the game
Fix for cases where NPCs would still attempt to attack the player while in different “lockdown zones”
Fair Game and Charismatic traits cancel each other out properly
Improvements to when Lockdown is triggered
Fix for cases where player could teleport behind fences in new buildings
Clerks say dialogue all the time when the player interacts
Fix for audience members laughing at NPC Comedian’s jokes when they have Hearing Blocked
Added door to Gorilla cage in one of the Zoos that should have been there
Fix for player being able to lose a mission at the start of the game to free a Cannibal from the Zoo
Fix for followers from previous levels not transforming into Zombie properly
Fix for particle effects attached to people sometimes appearing at the incorrect angle
If one of the players is a Cop, you will not receive missions that take place in Police Stations
(For real this time) Fix for player sometimes being teleported behind vending machines and trash cans
Fix for player not being able to command followers to stand guard on top of hidden objects
Cop Bots no longer flee when their health gets low
Fix for player’s head not appearing properly as Ghost when player chooses the new Cop Bot head for their custom character
When players add custom characters to bottom row of character select screen, shadows no longer appear behind the characters
Fix for Trash Cans sometimes spawning next to level border near City Parks
Players who Can’t Speak English can still comply with Cop Bots
Alpha 43c
Fix for Can't Speak English not working properly as a result of a change in 43b
Alpha 43d (January 28)
Fix for lighting appearing weird at non-16:9 resolutions as a result of some internal screwing-around I did for console versions in 43c
Alpha 42 - Bugfix Update
Just a small update this week with some bug fixes. I’ve mostly been working on stuff for Level 5, the first version of which should be playable in the January 25th update if all goes well.
Also, Streets of Rogue will be at PAX South this weekend! I won’t be there (hopefully I’ll find time to come to one of these shows in the near future), but say hello to the tinyBuild crew!
This week’s Fortnight Discussion: The Home Base. What would you like to see there?
Alpha 42
UI / Controls
On the LAN screen, client IP address is automatically detected
Fix for camera sometimes not focusing in the correct spot when interacting with objects in three- or four-player mode when only one player is alive
Fix for camera focusing on wrong player in three- or four-player mode when the only living player chooses a throwable item
Fix for second target image that appears when aiming on gamepad with guns/throwables appearing too dark in split-screen modes
Fix for game freezing when starting Daily Run after turning Fan Translations on
Fix for Twitch voting sometimes ending early before votes were cast in online multiplayer mode
Fix for charge-up attacks being cancelled on freeze frames
Characters
Supercop speed reduced from 4 to 3
Graphics
Fix for NPCs’ bodies and arms sometimes looking weird for a bit after teleportation
Playfield Objects
Fix for steel doors not blocking explosions properly
Fix for Loadout-O-Matics sometimes not getting items properly after loading saved games
Fix for line-of-sight issues when two objects are directly adjacent to one another, including explosions occasionally not hitting objects they were supposed to
Potential fix for player falling into trap door and then spawning on an adjacent trap door, causing a loop of falls. Same goes for Manholes.
Items
Potential fix for items sometimes not appearing on multiplayer client
Status Effects / Traits / Special Abilities
Fix for instances where the player could not use Camouflage despite not being in NPCs’ vision
Fix for NPCs not always being Zombified when hit with melee attacks from multiplayer clients
Fix for player being able to hack Killer Robot after its death, which could cause interface errors
Level Generation
Better randomization of level start and end points
Fix for NPCs in gas-spewing buildings sometimes starting without a Gas Mask
Artificial Intelligence
Fix for Supercops sometimes getting stuck near the Police Box and not disappearing
Fix for some instances where NPCs would pause to let Fire Spewers finish when the fire was blocked by a wall
Text
Added proper description for Perfumorous
Other
Created new Show Floor version of the game for PAX
However, 2017 can absolutely go tongue-bathe a gorilla, because 2018 is set to be an even bigger year for Streets of Rogue. This game has been in development for 4 years, and despite some gray hairs and the atrophy of every single part of my body, I'm still going strong!
My Goals for 2018
First off, please don't take this list as gospel -- these are GOALS and not absolute plans or promises, so keep in mind that I can't guarantee for certain that all of these things are going to happen. If you look at my list from last year, my plans don't completely match up with my accomplishments. But, I like to be transparent about the game’s progress, so here ya go.
This list is me saying "Yeah I think I can probably get this done, but hopefully I don't get a flesh eating virus or an especially bad stomach ache or something that just really puts a dent in my plans." For those that don’t know, I (Matt) am the only person working on this game full-time. So yes, a stomach ache could actually have that effect on productivity.
Launch of Streets of Rogue 1.0
The current plan is for Streets of Rogue to exit Early Access at some point in the summer of 2018, depending on how I feel about the game’s state at that point. But what does 1.0 actually entail? Basically, the game will be playable from beginning to end, and will contain enough content that I consider it a complete experience where no major part of the core game feels undercooked. However, I will not be ceasing development once the game has launched. Much like Binding of Isaac and other games of its ilk, Streets of Rogue could always benefit from more content. As a developer, I'll probably never be satisfied with it.
Uptown
The final major level variety in the game, spanning floors 5-1 to 5-3. I'm working on this right now. You can throw me suggestions in this thread.
Final Encounter and Ending
What form will this take? Who knows???... no seriously, I'm still not sure. I should probably get on that. Again, there was a forum discussion about this awhile back.
Big Quests
Long-time Streets of Rogue players will recognize the "Big Quests" space from the Character Select and Map screens. Each character class will be getting their own personalized mission spanning the whole game. It's not too late to contribute to that discussion either.
Mission Variety
Streets of Rogue's missions tend to be on the basic side, and that's the way I want to keep things. Most RPG missions boil down to "go here, kill a thing, steal a thing, escort a Wild Thistle Boar, protect a thing", and a few more. Developers gussy these up with flavor text and such, but the actual activities that the player completes are usually pretty similar. Streets of Rogue's missions leave out much of that flavor in the interest of streamlining and avoiding repetition. However, there is plenty of room for additional variety in Streets of Rogue's framework. For example, there's no reason that "flip 3 switches" missions have to appear so often. Those switches could be swapped out for destructible objects or something else. Just one wholly unexciting example. I'll be looking further into this.
Building Variety
There is too much repetition in building layouts right now. That needs to change.
Disasters
There aren't enough of them. I hate that. Seriously, it's one of my biggest pet peeves when playing through the game to see the same disasters over and over again. So, I'm gonna add more. There was an awesome Fortnight Discussion awhile back with plenty of great ideas, so I'll have no shortage of material to work with.
Existing Levels
I still have plenty of ideas on how to make the 5 different level varieties more unique and varied from one another. Expect to see plenty of changes both large and small.
Items
The selection of items in the game has been somewhat stagnant since the game entered Early Access. While there are loads of items available, I have a HUGE and growing list of items that I could potentially add to the game. These generally don't take very long to add in comparison to other pieces of content, it's just that "item variety" hasn't been an area of the game that I've felt has been half-baked in the way that other areas were. So, it hasn't gotten a lot of my attention. This will change, though it may not be until post-1.0 that I have the chance to REALLY start adding some crazy variety.
Traits and Status Effects
You can never have enough of these! NEVER!
Playable Characters
I will definitely get some more playable characters in the game before it hits 1.0. Eventually, I want to get ALL of those slots you see on the Character Select screen filled.
Additional NPC Behaviors
In one of my Fortnight Discussions awhile ago, I asked for suggestions on NPC behaviors. It's something I've been wanting to work on for awhile, and hopefully I'll get the opportunity in the coming months.
Mutators
I love these, and I want to add some more. They change up the gameplay a lot, and they're typically not very hard to implement. Well, except for Rogue Vision. In terms of bugs caused, that was the "Shapeshifter" of mutators.
Achievements and Unlocks
Yes, I know, you should get an achievement for killing the Killer Robot. Other stuff too. I'm on it.
Secrets
What secrets? Who said there'd be secrets???
Home Base Extras
I've got some ideas. Customization and expansion of the home base are possibilities. It's often hard to justify putting too much time into this when other more pressing areas of the game need my attention, but it's on my radar.
Leaderboards for Daily Run
I've been tinkering with this off and on, and will likely require a good bit of experimentation and player feedback before I'm satisfied with it. Basically, the biggest challenge is finding a way to effectively score the game without players exploiting it to death. It'll likely be measured by XP and time taken in a level, and possibly other factors. This may or may not hit before 1.0 as I haven't seen a lot of demand for it, but we'll see.
Bug fixes and Balance
Fixing bugs and making balance changes is a never-ending process. This is especially true when you have as many disparate systems interacting with each other as Streets of Rogue does. I spent a pretty large chunk of 2017 on this stuff, and while there's plenty more to do (especially on the online multiplayer side), I hope to spend less time in 2018 whittling down my bug and balance lists.
Pretty-fying menus, and other out-of-game aesthetics
This has never really been a priority of mine because, well... I'd rather work on things that actually affect the gameplay. But, I do recognize that people have bigger expectations of a completed game than the extremely basic looking work that I've done. So I'll try to improve things a bit pre-1.0. Hopefully. Well, if I have the time. We'll see?
Console Versions
If all goes well, Streets of Rogue will be available on multiple consoles at some point this year. "But won't this take away from development time on the PC version???" While it's difficult to say exactly how much time will be required of me, I will say that I already have the game up and running nicely on one of the major consoles, as a result of my optimization efforts last year. There is always potential for me to hit a snag or three, but porting Unity games to new consoles is not rocket science. Hair-pullingly frustrating at times, but doable. A second port is in development at tinyBuild right now. Could there be a third? I don't think I'm supposed to talk officially about which consoles the game is coming to yet, so let's just say Jaguar, Vectrex and Gizmondo for the time being.
Modding, Workshop
This will most likely happen post-1.0. Time permitting, I'd like to have something or other in sooner, but I also don't want to make any definite promises just yet regarding timing or the specifics of what sort of modding would be available. Clearly there is demand for this.
MORE
If you tried to read my list of things I want to implement into Streets of Rogue, you wouldn't be able to make it to the end. This is because you'd definitely die before you finished it. If it wasn't obvious, what I'm trying to say is, it's really long.
Vacation
Yeah I should probably do this at some point after 1.0 launch.
Loot Boxes
I know how much you kids love loot boxes, so for $6.99 real world dollars, you will receive a crate full of wonderful goodies! These will most likely be cigarette lighters and rocks and maybe a codpiece or something, so as not to unbalance the game too much, as game design ethics are very important to me! Monetization! User acquisition! Business things! Since I know someone out there is going to take this seriously, let me state very clearly that
---> HOLY CRAP I'M KIDDING <---
How can I help?
Keep sending bug reports and suggestions through the forums, Discord, Twitter, and the in-game form. Feedback from y'all has been incredibly crucial in making the game what it is today, and I'm always very appreciative of your efforts. Also, be sure to tell your friends about the game. While Streets of Rogue has been great success so far, it's still somewhat "under the radar" in most of the spots where I get my game-related news. If your grandma and her bridge group don't know about Streets of Rogue by the end of this year, that's a problem! So spread the word!
---
That's about it, happy 2018 everyone! Keep your feet on the ground, and keep reaching for the stars! https://www.youtube.com/watch?v=puKRMGGUHMY
Alpha 41 - Pre-New Year's Update
A relatively light update for you, due to my being on vacation for most of the past two weeks! Unless you play multiplayer a bunch on the client side, in which case you'll like this update a lot (see "Big Stuff" below).
The next update (January 11) will be fairly light as well, as I'll be putting most of my energies into "Level 5 - Uptown" development. The first version of this will most likely be released on January 25. Speaking of which, there's no new Fortnight Discussion this week -- I'd rather people just keep contributing to last week's Level 5 discussion, since there's still plenty of room for suggestions.
Alpha 41
Big Stuff
Major improvement in performance on multiplayer clients. Please let me know if this has negative side effects on your connection, causes disconnects where this did not occur before, etc.
Environment
People can now be knocked through Glass Walls, with the exception of the ones surrounding the arena, specifically during the battle. It’s a bit of a hack. In the process, fixed issue with people getting knocked through the Glass during arena battles without it breaking.
Graphics
Fix for Vendor Stand not having correct shadow
Fix for white squares sometimes appearing for a split second in place of state indicators above characters’ heads
UI / Controls
Potential fix for issue with items sometimes not appearing properly in inventory unless in interfaces for Sell-O-Matic, Clone Machine etc.
Fix for character creation menu not showing the character’s name at the right side of the screen when first creating the character
Fix for issue where a player in Home Base would open the Character Creation screen or the Mysterious Elevator menu, and other players’ personal menus would not close
Fix for issue with Trackpad Mode where the player would sometimes aim toward the mouse’s position
Fix for player not being able to interact with Zombie immediately if Zombie resurrected while player was within range
Playfield Objects
Fix for doors sometimes not opening and closing properly on multiplayer client when they are opened and closed by NPCs
Fix for players on multiplayer client not stopping their interactions with doors when an NPC opens the door
Items
Fix for Cocktails from Bartender sometimes having negative effects
Fix for Hypnotizer not working properly on NPCs who are Hostile
Status Effects / Traits / Special Abilities
Fix for issue where quest-related NPCs would become hostile toward custom characters who were Zombified but did not have Fair Game
Fix for multiplayer client being able to talk to Zombies that have turned in the current level when they should not have the ability to understand each other
Fixed issue where “Chaaaarge” ability could sometimes result in the player charging into an object infinitely without being knocked to the ground
Fix for players not being able to Enslave anyone when they have the Antisocial trait
Sound
Death sound effect does not play when NPCs are knocked into holes
Fix for Security Camera rotating sound effect not playing on multiplayer client
Stats / Unlocks
Fix for kills counting twice for XP and stats when a dead body is knocked into a hole
Artificial Intelligence
Fix for NPCs not always having correct initial relationships to multiplayer client players
Fix for NPCs not always responding to noises properly, particularly knocks on doors and windows
Multiplayer
Fix for multiplayer client sometimes being able to interact with NPCs who had moved out of range
Fix for host player in multiplayer games being able to press End Game and gib themselves after dying
Engine
Unity engine updated from 2017.2.1 to 2017.3
Other
Updated Rewired plugin from 1.1.8.3 to 1.1.9.0
Alpha 41b
Some of the changes from this changelog may have been omitted somehow in 41. This should be corrected now.
Unity engine updated from 2017.3 to 2017.3.0p1
Alpha 41c
Reverted engine back to Unity 2017.2.1, the newer version was causing a bunch of crappy performance issues.
Mac version updated to 41c. I had previously had to revert this from 41a to 40c because presumably Unity 2017.3 was causing the game to not work for some users. Let me know if the game does not run.
Alpha 41d (December 30)
Performance fixes for online multiplayer host
Fix for issue in online games where Zombies and Cannibals would sometimes stand still and not attack anyone
Fix for inventory items not appearing in certain interfaces (Ammo Dispenser, Clone Machine, etc.) when Auto-Sort was turned off
Fix for game freezing when player attempts to return to the menu in multiplayer mode when not connected to Steam
Fix for incorrect “points gained” message appearing when player disables a Laser Emitter with a Wrench
Fix for Traits appearing in-game if the player disables them immediately after unlocking
Alpha 41e
Fix for traits menu not appearing properly at the end of levels if the player recently unlocked a new trait.
Fixed internal errors occurring in multiplayer games when canceling a character selection.
Alpha 40 - Trading Cards & Balance Pass
Trading cards are FINALLY available! So get collecting!
I also made a rather large number of balance-oriented changes this update. If you’ve been playing the game on a regular basis, I’d recommend skimming through the whole list.
The next update will be on the “light” side, as I’ll be spending a week traveling for the holidays. I’ll be starting work on the Level 5 at the beginning of next year, so now’s the time to start making suggestions in this week’s Fortnight Discussion: Level 5 - Uptown!
Alpha 40
Big New Features and Content (Though a lot of the bullet points further down could probably qualify as well!)
Steam Trading Cards added
Loadout-O-Matic appears in levels. Player can purchase any of their starting items, including loadout items. Note that this may not work properly with saved games from previous versions
Vendor Stand appears in Park levels. Player can purchase items from Bartenders or Shopkeepers.
New Trait: “Honor Among Thieves” given to the Thief at the start of the game. Allows him to purchase discounted tools from other Thieves, and also prevents Thieves from stealing from him
Medical Professional has completely changed. Rather than giving a health bonus for using first aid kits, it allows the player to restore the health of their followers, once per follower per floor
Accuracy is now known as Firearms, Strength is now known as Melee
Firearms (formerly Accuracy) now affects damage, spread of rapid-fire weapons, and cooldown for non-rapid fire weapons, in addition to the percentage of time auto-aim is triggered
Environments
Fix for multiple televisions spawning on top of each other in one of the hotels
Fixed a case where Sawblade movement could potentially go in the wrong direction
Fixed a case where a tube in a factory was spewing gibs in a slightly incorrect position
Fix for a Goon in one of the Banks facing the wrong direction sometimes
Fixed an instance where a Crusher could push its way into a window
Fixed instances where certain buildings had 2 locked doors and no computer, since this could result in cases where the door would be impossible to get open without the right items
Changed placement of a number of Gas Vents
Lakes that are poisoned when the level loads can no longer contain Enraged
Playfield Objects
Fix for player or NPCs sometimes being blamed when Alarm Buttons were destroyed due to natural causes
Laser Emitters can be disabled with the Wrench
Slightly more difficult to destroy Fire Spewers
Fewer Trash Cans are spawned in levels, but they are never empty
Reduced size of Gas collider
Characters
Cost to hire NPCs is a bit less
Cost to hire people is dependent on your floor
Cost for Doctor to heal you is dependent on your floor
Cost to purchase Slaves is lower when they are not being rescued for a mission
Fix for cost of muggings from Mobsters being a bit higher than intended
UI / Controls
Auto-Aim can be disabled from the Control Setup menu
When the player moves the cursor over an NPC or holds the space bar, status effects are shown
Fix for health bars of other players not appearing above their heads in online multiplayer mode when the player holds space bar
People can no longer Jump while in a Trip animation
Items
Item cost is affected by the current floor. As the player progresses, items become more expensive and can be sold for more money
Player can get better deals on items from Shopkeepers and Drug Dealers after enslaving them
Reduced base extra cost of cloning items in Clone Machine
Increased base price of Giantizer pills from $50 to $80
Bartender is capable of selling more than 2 drinks
Tranquilizer Gun costs more and has a smaller initial ammo count
Shopkeeper no longer starts the game with Kill Profiter
Doctor now starts the game with the Tranquilizer Gun
Scientist starts with the Leafblower instead of the Tranquilizer Gun
Bartender NPCs now serve Cocktails, which will give you a completely random positive status effect
Fix for player being able to use multiple Hacking Tools on the same object, and only losing the first Hacking Tool
Fix for items sometimes remaining for sale after multiplayer client had purchased them
Fix for player not saying “I can’t pick that up” when inventory is full, after gibbing someone in very close proximity
Fix for items sometimes making a noise that could attract people nearby, if two items were spilled at the same time in close proximity to one another
Fix for never being able to see the contents of Cocktails that you clone
Status Effects / Traits / Special Abilities
Hacker has a 50% chance for their hack to cause an alarm, rather than 100%
Hacker can hack Slave Helmets being worn by Slaves
Hacker can hack the Killer Robot
Always Crit effect time reduced to 20 seconds
Giant effect time reduced to 20 seconds
Shrewd Negotiatiator benefits improved a bit
Crepe Crusher Blahd Basher, Scientist Slayer and Specist give the player more skill points for killing members of the opposing class
Cannibal receives extra health for eating people who have been “cooked” by fire
Wrestler’s Toss move does more damage
Backstabs are easier to perform - The player will always attack in a forward motion when they have the Backstab trait and are in the proper position
Sleep Killer is now completely silent
Sleep Killer does not gib people anymore
Soldier starting Endurance is now 2 instead of 3
Investment Banker’s Speed, Strength and Accuracy stats are higher
Withdrawal causes reduced strength, speed and accuracy
Nicotine lasts for 30 seconds, freezes the timer on Feelin’ Alright, and freezes the effects of Withdrawal
Clumsiness Accepted now allows you to break people’s walls without them becoming Hostile
Modern Warfarer regenerates health to 15 instead of 20 when Low Health mutator is active
When Werewolf is running low on time before transforming back into a human, numbers will appear over his head. The same goes for Assassin’s Camouflage
Fair Game cancels Suspicious, Charismatic and Malodorous in character customization
Bite cancels Strict Cannibal, and Cannibalize cancels Jugularious
Bite has a chance to give 2 health instead of 1, with a slightly greater chance of the number being 1
Bite costs 10 points in character customization instead of 5
Fair Game gives a 10 point benefit in character customization instead of 7
Assassin’s Accuracy stat reduced from 3 to 2
People are knocked back a proper amount when blocking hits from Primal Lunge and Sharp Lunge
Flesh Feast no longer works on dead people, it was functionally too similar to Cannibalize. However, it now restores 3 health instead of 2.
People turn into Zombies after dying more quickly. The amount of time had previously been extended to allow for more Flesh Feast hits
Zombie Phlegm charge time has been reduced
Darts can no longer randomly cause Paralyze, since this could make the player a sitting duck if it occurs near a turret
Players with Tech Expert have a 100% chance to turn off Security Cams and disarm Door Detonators when interacting directly
When NPCs laugh at the Comedian’s jokes, the chance that they will join their party is less predictable
Fix for Traits not being removed properly on New Character Every Level for clients in multiplayer games
Stats / Unlocks
Fix for only the server player in multiplayer games receiving nuggets when someone completes a mission where nuggets are the reward. Now, all players will receive the nuggets.
Missions
For Neutralize missions, it is now possible to threaten people to leave town (or ask them nicely if you have a good relationship)
Disasters
Added 30 seconds to the “Find Bombs” disaster
Mutators
Fixed crash when loading saved games with “New Character Every Level”
Level Generation
Cops are no longer spawned near Power Boxes if the Radiation Blast disaster is occurring
Varying number of cops is spawned near Power Boxes, rather than the number always being 2
Artificial Intelligence
If an NPC is Hostile toward a player, they will no longer immediately become hostile toward another player upon seeing both players at the same time
Fix for NPCs standing at the exact same spot as one another when “All Stand Guard” command is used
Added “All Follow” command for when the player has told more than one party member to Stand Guard
Prices for services are now properly affected by the player’s relationship with the seller in all cases
NPCs in combat are not as scared of large groups of players
Fix for NPCs who are Submissive to the player not always having the correct relationship with other players
Cops react properly when the Power Box that they are guarding is hacked
Normal Cops become Hostile if you destroy an Alarm Button
Fix for Thief not being able to steal from player when the PVP was turned off in Settings
Fix for Thief sometimes trying to steal from players who are dead or had disappeared
Fix for property owners becoming Hostile if the player takes something from one of their owned chests (Safes, etc.) after the player has purchased a Key or Safe Combination from them
Fix for Ghosts not always acting properly if Gravestones were destroyed by natural causes rather than a specific person
Fix for issue where NPCs in buildings where quests are taking place are aligned with the player for no reason
Text
Added proper descriptions for Strength and Accurate status effects
Multiplayer
It is now possible to revive other players from the dead using money
30 second timer for players to get the the elevator instead of 60 seconds. The same goes for the other timer that appears when everyone has reached the elevator
Engine
Unity engine updated from 2017.2.0 to 2017.2.1
Other
Updated Rewired plugin from 1.1.7.8 to 1.1.8.3
Updated 2D Toolkit plugin from 2.5.8.7 to 2.5.8.8
Alpha 40b
Fix for Cannibalize not functioning
Fix for Loadout-O-Matic not appearing properly when facing south
Fix for too many options appearing sometimes when hacking Slave Helmet
Fix for being able to ask people to leave town after they turn into Zombies
Fix for player not receiving “I can’t pick that up” message after chloroforming someone and immediately attempting to pick up their items while inventory is full
Fixed a case where a Fire Spewer is positioned such that it destroys a window
Fix for people still being hurt by Gas clouds after the player turned them off via computer
Alpha 40c (December 16)
Borderless Window button appears in the Graphics Settings menu, though it doesn't actually do anything. Rather, it explains that you need to use a command line parameter to do borderless, "-popupwindow".
Items are properly sorted when using Sell-O-Matic and Clone Machine
Player can drop items when using Sell-O-Matic and Clone Machine
Potential fix for “Operating/Doing Something” bar not always closing properly
Vendor Stand is no longer Hackable (for now)
Fix for Loadout-O-Matics providing armor with only 1 durability instead of 100
Fix for drinks created with Drink Mixer and Syringe having the wrong status effect
Fix for prices on armor and headwear being incorrect
Fix for Class Solidarity still being triggered with NPCs who are Hostile toward the player
Fix for Backstab not working on multiplayer client
Fix for Security Cam turning sound continuing to play after it’s been shut off
Fix for followers often having difficulty attacking locked doors
Fix for followers refusing to walk past yellow Lasers when commanded
Fixed NPC pathfinding issues with buildings spawning gas at the start of the level
Fixed NPC pathfinding issues near large objects when in a Wander state
NPC AI no longer runs prior to the game starting in multiplayer games
Fix for NPCs sometimes trying to examine Security Cam and Turret through walls
Player cannot ask or threaten Slaves to leave town
Fix for Hostile people sometimes turning around when in the presence of an invisible player
Alpha 39 - Buncha stuff
Come get yourself a heaping helping of Bi-Weekly Update. Mostly bug fixes again this week. For the next update, I’ll likely be doing a bunch of balance work, in addition to more fixes.
This week’s Fortnight Discussion: The Settings Menu. What new settings would you like to see?
Alpha 39
New Features
Traits and Reward Items can be removed from their respective in-game pools, so they will no longer appear if you don’t want them to once they’re unlocked. There is a minimum number of items/traits that you must have in the pool, which increases the more you unlock.
Trackpad Mode - Attack in the direction you're facing, rather than the cursor position. Added this because trackpad aiming is near impossible. You can finally play on an airplane. Can be toggled in the control settings menu.
Added optional on-screen timer, which can be turned on from Gameplay Settings. Good for speedrunning.
Added option in Gameplay Settings to place Player Identifier circle underneath the player in single-player mode
UI / Controls
Another attempt at fixing the “can’t scroll through in-game menus” issue that pops up occasionally with the gamepad. Let me know if this still happens. I’m not talking about the main menu, just the in-game menus like the buttons that appear when you interact with something, and the end-of-level Trait selection
In Couch Coop mode, each player’s targeting crosshair has a different color
Game should do a better job of figuring out which gamepad should be assigned to which player without the user having to manually go in and assign them
Gamepads 2 through 4 can no longer press the Accept button on the main menu, to avoid confusion when the gamepads configurations are not set up for the game itself
Health bars appear over people’s heads when the player holds Space
If the player accepts a “Retrieve Item” mission, then picks up and drops the item, it will have an arrow above it, where it did not before
Fix for missions 1, 2 and 3 not appearing greyed out when talking to an NPC about an optional mission
Fix for optional mission arrow and line not appearing on the map screen when talking to an NPC to accept the mission
Fix for mission-giver icon not appearing on the map for all types of missions on multiplayer client
Fix for game sometimes believing the player is still holding down Special Ability when they enter and return from menus
Fix for Character Sheet Scroll Bar appearing oddly if the player scrolled to the bottom and then removed a large number of Traits
Fix for Quick-Health button displaying incorrect messaging when used at full health with “Low Health For All” mutator turned on
Fix for Page-Up and Page-Down-assigned gamepad buttons not working properly on other menus after the player viewed a Scrolling Menu
Fix for player being able to combine items in their inventory by dragging and dropping, rather than right-clicking first
Pressing Cancel or Esc on the title screen causes the Quit Game prompt to appear
Multiplayer information that the player enters from the title screen (like IP Address) is saved between sessions
Environment
Fix for pathfinding issues in one of the Arcade buildings
Graphics
Water Puddles and Oil appear beneath floor decals like Blood and Slime puddles
Fix for gun appearing in both hands when the player performs Primal Lunge
Fix for client players not appearing to die properly on host when they were knocked out and killed while on the ground
Fix for Dizzy Stars not appearing if a person became Knocked Out while Invisible
Fix for Walls not changing color properly when screen turns red from Werewolf
Fix for checkered floor not always appearing in correct position in Home Base
Fixed certain instances where the player could appear with a consistently east-facing mustache
Playfield Objects
Player cannot start Arena fights if one of the Laser Emitters has been destroyed
Took extra steps to ensure that people cannot be knocked through Arena’s Glass Walls
Items
Kill Ammunizer gives the player less ammo per kill with “Low Health for All” and “Everyone Hates You” mutators active
Fix for player sometimes having an item count of 0 if they choose a Loadout item that is already one of their starting items
Fix for NPCs with Resurrect not dropping their items when they are Knocked Out
Fix for player sometimes not being able to properly interact with items on the ground when their inventory is full
Status Effects / Traits / Special Abilities
Fix for Jock sometimes changing Charge direction after being knocked back
Fix for NPCs sometimes emitting sleep Z’s while walking around while Invisible
“Friend of the Common Folk” cancels out “The Law” and “Fair Game” in the Character Creator
Bloody Mess and Cannibalize cancel each other
Jugularious and Medical Professional cancel each other
Naked and Suspicious cancel each other
Naked’s point value is -5 instead of -3
Fix for NPCs losing the “Guilty” tag if a player Possessed and then Depossessed them
Fix for Possessed Thief sometimes ending up with a permanent Sticky Glove icon above their head
Class Solidarity no longer prevents the player from attacking people they need to kill for missions
Fix for No In-Fighting not always working when used player-vs-player
No In-Fighting is applied to when melee weapons hit other melee weapons, so that they will not hit each other
Potential to Not Suck functions on skill levels past 12, if you somehow get that far
Class Solidarity allows players to attack Hostile NPCs, and allows Hostile NPCs to attack the player
Fix for Fair Game, when applied to NPCs, not scaring other NPCs away
Sound
Fix for in-game sounds stopping during the next game after player fails Hidden Bombs disaster
Fix for not all sounds stopping when giant explosion occurs at the end of Hidden Bombs disaster
Fix for Equip Weapon sound effect repeatedly playing when NPCs were commanded to destroy certain objects
Gameplay
Fix for issue where coop players would not respawn as a Ghost if they died shortly before another player who died with Resurrect
Stats / Unlocks
Players with Zombiism cannot gain Skill Points for killing NPCs with Zombiism since those NPCs cannot become Hostile
If the player purchases a Loadout item and then leaves the Home Base without starting a new game, their Nuggets will be returned to them
Missions
If the player reaches the game’s nugget limit of 50, they will receive items for optional missions instead of nuggets
On missions where a Prisoner needs to be killed, owners in the building are properly marked as Guilty
Mutators
Fix for New Character Every Level not working properly when the player chooses to start with a Custom character
Level Generation
Fix for Trash Cans and Vending Machines sometimes spawning not directly next to a wall
Artificial Intelligence
If the player Bites or Cannibalizes someone, NPCs who are already Annoyed will turn Hostile
Questgivers become Friendly toward the player upon completing a Mission (results in lower shop prices amongst other benefits)
Hidden NPCs (Bushes, Manholes) will no longer talk to the player under various circumstances
Fix for NPCs not pathing properly around Refrigerator
Fix for NPCs “trembling/twitching” around certain objects
NPCs that the player must neutralize for missions will not get scared and run away players with Zombiism
Fix for Zombies with Resurrect not being Hostile toward anyone upon resurrection
NPCs will attack most locked wooden doors when commanded
Fix for Mobsters ceasing to Mug a Comedian when they don’t like his Joke
Fix for only one of the Mobsters listening to a Joke actually reacting to the Joke
Fix for player being able to offer Mobsters money if they became Friendly, Loyal or Aligned
Fix for non-owner NPCs sometimes having difficulty navigating their way out of buildings
Fix for Zombies sometimes remaining Aligned with NPCs who owned the same building as them post-Zombification
Fix for Zombies being initially hostile toward Security Cams, Turrets, etc.
Fix for NPC followers who come to the next level with the player not always having proper initial relationships with everyone on the next level
Fix for DNA Connected Prisoners not following the player when they are released from prison
Followers will follow the player into buildings with Gas
If the player wins an Arena fight, spectators will become Friendly
Fix for Arena spectators sometimes appearing to get scared during a fight
Arena payout is multiplied by the number of NPCs the player fights
NPCs no longer run away from dangerous NPCs who have exited the level
Fix for owners not reacting if they see you open a Do Not Enter door
When someone joins your party, they will always become Loyal toward other players and the other people in your party, unless they are already Aligned. If they are dismissed from the party, they will go back to being Neutral, or whatever their initial relationship was
If players join a game late, the other agents’ party members will be Loyal to the new player
Text
Improved Paralyzed description
Changed Mysterious Elevator description text to make it more obvious how to see the different floor requirement
Made it slightly more obvious that you can load characters from the hard disks
When attempting to quit, text explicitly states that the game is saved at the end of levels
Changed Loadout instructions to be a bit more clear
Tutorial
No longer possible to get past the first laser without being injured
No longer possible to get stuck with the Rock not spawning
Banana is no longer available from the shop
Performance
Potential fix for memory leak issue
Alpha 39b
Fix for buttons in Home Base sometimes being highlighted in grey when they weren’t supposed to be
Fix for Filter text sometimes appearing incorrectly on Join Internet Game screen
Fixed multiplayer issue where end-of-level elevator could bring up character select. May have fixed other bugs in the process, such as the bug where objects appear the wrong spots on the client, or level is generated incorrectly on the client.
(This one’s for the Unity coders out there) Fixed a bunch of instances where static variables changes were inadvertently sticking around after the scene was changed, which will probably fix a few random issues.
Alpha 39c (December 2)
It is now possible to shut off Gas Vents that are constantly spewing by using the Computer
Fix for gamepad players being able to see text from moving the cursor over icons on the small minimap while on the Missions Screen
Fix for minimap not disappearing in 2-player coop when one player becomes a ghost and the screen becomes fullscreen
Fixed some screen transition issues when a player dies and becomes a ghost in 2-player coop mode
Fix for game remaining in slow motion if player was dragging an item with the mouse when the inventory was forced to close due to falling into a Hole, becoming Dizzy, etc.
Fix for minimap not updating properly when walls are destroyed
Trait display on left-hand side of the screen cannot spill onto multiple lines
Players cannot type /invite while playing LAN games, since these do not support Steam matchmaking
Health bars do not appear over NPCs’ heads when player holds the Extra Info button while in the Home Base
Gamepad Cursor movement speed on Missions Screen is no longer tied to frame rate and screen resolution
Fix for players getting a choice of 4 traits at the end of levels, it’s supposed to be 3 unless you have Jack of Extra Trades
Increased trait choices with Jack of Extra Trades from 4 to 5
Fix for player not being to add Syringes of the same type to their inventory when the inventory is full
Fix for certain character classes saying error messages when they refuse to join your party
When Player 1 is set to Keyboard, Player 1 Gamepad bindings no longer appear on the Gamepad Setup screen
Fix for controllers continuing to vibrate when the player enters menus where the game is paused
Normal cursor appears on the main menu when Esc is pressed rather than Target