Streets of Rogue - contact@rockpapershotgun.com (Brendan Caldwell)

Slice and/or dice

Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.>

Accidental death simulators are wonderful. In Streets of Rogue, you can slip on a banana peel and set off a land mine. You can hack a computer and get caught by a policeman, who ll cave your head in. You can set a bunch of stuff on fire but then run into the fire and die in the fire because it is a fire why did you run into that? (more…)

Streets of Rogue - Madguy
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
Streets of Rogue - Madguy


THAAAAAANKS for a great 2017!

https://www.youtube.com/watch?v=pYp8thBMPZk
Hate reading? Watch this preview in video form!

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
Streets of Rogue - Valve
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*Offer ends Monday at 10AM Pacific Time
Streets of Rogue - Madguy
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.
Streets of Rogue - Madguy


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
Streets of Rogue - Madguy
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

Alpha 39d (December 3)
  • Fix for bug that was causing the game to freeze for some players when the player was meant to select a Trait at the end of levels
    Streets of Rogue - Madguy


    Hey all, just a quick and extremely shameless appeal to my wonderful and attractive player base to vote Streets of Rogue in the 'Choice Matters' category in the Steam Awards. If you want to. Cuz, the whole 'choice' thing.

    The award might have different names in different regions, but it starts with something to the effect of "Games are about agency, and this award is for the game that has it in spades..." I'd say that's a pretty appropriate description for Streets of Rogue.

    As per usual, the next bi-weekly update will be on November 30!

    THAAAAAAAAANKS!!
    Streets of Rogue - Madguy


    Edit: If you got this version early and your saved data was deleted, see this thread

    As long-time players will know, 2-player split-screen mode has been available, like, forever. But 3- and 4-player modes have always been single-screen only. Well, I guess you see where this is going, and presumably you’ve viewed the image above and read the title of this post, so… yeah. Split-screen mode can be turned on from the Gameplay Settings menu.

    In addition, I made a ton of bug fixes. Unfortunately, there’s a TON more to fix where these came from, and y’all just keep reporting new ones! My next updates will likely be similar to this one: Lots of fixes, and one or more new features thrown in for good measure. I’d like to get the current level of bugginess under control before I return to content creation.

    This week’s Fortnight Discussion: Secrets and Easter Eggs. The game doesn’t have a whole lot of them, and I’d like to eventually change that.

    Alpha 38

    New Features
    • Added four-player split-screen mode. Must be turned on from the Gameplay Settings menu.

    Localization
    • Updated localization for all territories - LOTS of new translations
    • Fix for certain text on the main menu not appearing properly when Fan Translations were activated

    Environment
    • Arena fights can no longer be started when the power in the building is out
    • Status effect-causing lakes will no longer contain Acid unless the player has put it there
    • Fix for players being able to teleport into bathroom of Arcade

    Characters
    • Hologram can no longer be hit by Train and Mine Cart

    Graphics
    • Fix for Shapeshifter being headless after Depossessing Gorillas
    • Fix for Oil Spills sometimes appearing beneath rugs or other floors
    • Fix for Burnt or Frozen people not always appearing that way of the burning or freezing occurred off-screen
    • Fix for NPCs often facing the wrong direction while pointing their guns on multiplayer client
    • Fix for Flamethrower particles appearing to go too far past Glass Walls after hitting them
    • Falling bombs have a shadow sprite

    UI / Controls
    • When someone disappears for whatever reason, their word bubble text disappears as well
    • When playing as Zombie, the player will not know who is Hostile by mousing over them until the person actually sees them and becomes Hostile
    • Fix for Wrestler’s “Toss” icon (and potentially some others) appearing when the player is a Ghost
    • Player can no longer attempt to Quick-Teleport while in the Home Base
    • Fix for Scroll Bar not appearing on character stats in-game
    • Future free versions of the game will no longer state that the game will be saved when quitting
    • Fix for “Can’t Teleport To Yourself” text on map screen not displaying properly in offline games
    • Fix for top-of-screen UI elements not disappearing when the player enters the Main Menu
    • Fix for icons not appearing on the minimap if someone other than Player 1 opened it first
    • Fix for issue where gamepad players could shoot a gun and then move faster than normal by rotating the right analog stick while the gun was remained un-holstered
    • Fix for Player 2 UI appearing on Player 1’s screen in split-screen coop
    • Fix for camera initially being in the wrong spot after switching the 2-player camera from Full to Split in the Settings menu
    • Fix for Clock not moving out of the way of minimap in 3- or 4-player mode
    • Minimap appears in 2-player split-screen mode
    • Minimap appears in bottom-right corner during 3-player Full-Screen mode
    • Players can teleport in 3- and 4-player mode
    • Fix for RT and LT button icons not appearing properly at the start of the game

    Playfield Objects
    • Fix for part of Crusher remaining after being destroyed by huge Explosion
    • Fix for certain cases where Fire Spewer would not fire
    • Changed Tree collider slightly to avoid player clipping situations
    • Killer Plants no longer snap at Ghosts
    • Fix for Killer Plant bites not always registering
    • Fix for Killer Plant, Fire and Explosion sometimes knocking people in the wrong direction

    Items
    • Fix for Ghost Gibber stream going through Glass Walls
    • Fix for Gas Mask not always working properly
    • EMP Grenade can be used to remove Slave Helmet
    • EMP Explosions affect objects behind walls
    • Fix for people with Pacifist trait not being able to equip Oil Container
    • Fix for client player in online matches dropping duplicates of “undroppable” starting items items like Taser and Slave Helmet Remote on death
    • Fix for Taser not working properly if chosen as a starting item and also chosen as a loadout item

    Status Effects / Traits / Special Abilities
    • Flesh Feast now allows people to gain health when using weapons other than Fist
    • NPCs who are infected with Zombiism before death will stay dead a bit longer before turning into Zombies
    • Fix for Wrestler not getting kill credit when inflicting status effects on NPCs with thrown objects (i.e. Toilet poisoning someone)
    • Fix for Wrestler not receiving credit for repercussions of destroying a computer by throwing it
    • Fix for Wrestler not always equipping correct weapon after throwing an object
    • Custom characters cannot go into Withdrawal in the Home Base
    • No longer possible to create a character with both Suspicious and Charismatic
    • Fix for being able to choose Skinny Nerdlinger and Unstoppable-ish at the same time for custom characters
    • Inanimate objects can no longer gain status effects
    • Fix for people losing Frozen status effect when they gain health, this should only occur when they lose health
    • If a player Possesses someone, a safeguard has been added so they cannot immediately Depossess by accident through spamming the Possession Stone object
    • People who are Frozen while in combat can be Backstabbed now
    • Fix for issues occurring if player attempted to perform various Special Abilities while starting to Teleport
    • When the player unlocks a new trait or traits, those traits are normally the first available when the player gains a level. As of this update, those traits will not appear if they are useless to the player’s current chosen character
    • Fix for NPCs having difficulty navigating around Fire Spewers and certain other objects
    • Players lose Above The Law and Upper Crusty if they buy when Possessing someone and then Depossess
    • Fix for NPCs who have Resurrect and are knocked out not resurrecting if they are killed on the ground
    • Fix for issue where NPCs who were knocked out and resurrected would not become attack the person who had knocked them out if they had not been previously hostile
    • Fix for Lunge, Zombie Spit and Charge attack issue where player could continue holding down the Special Ability button past the point where the attack had concluded, which would cause weird movement

    Combat
    • Fix for occasional internal errors when bullets hit walls when the player was extremely close to the wall

    Sound
    • Fix for Equip sound effect not playing when the only available weapon is Fist and the player uses the scroll wheel to choose Fist repeatedly

    Gameplay
    • Fix for players being able to teleport into the bounds of Hedge Mazes
    • Fix for not being able to teleport from Dirt floor tiles
    • NPC party members will no longer teleport alongside the player when the player has commanded them to perform a certain action
    • Player can teleport while rescuing an NPC if that NPC has been commanded to perform an action

    Stats / Unlocks
    • Fix for Destruction stat not increasing when the player destroys walls using a melee attack
    • Fix for player gaining an extra Destruction point for throwing objects with Toss ability
    • Player receives credit for killing people by knocking them into hazards
    • Player receives credit for Leafblowering dangerous items like Bear Traps into people

    Disasters
    • Fix for being able to teleport during the Find Bombs disaster, and not being able to teleport when it’s over

    Level Generation
    • Removed ‘Holes in place of canals’. I dunno, I don’t love it.

    Artificial Intelligence
    • Fix for NPCs continuing to sleep in beds or sit in chairs after the Wrestler had picked up the object
    • NPCs will no longer accept health items from the player when their health is full
    • Ghost no longer stops to avoid obstacles like Train
    • Zombified Slaves do not become Mutinous
    • Upper Crusters will not attempt to run and find an Alarm Button while enslaved
    • If Supercops are enslaved and set free, they will not continue searching for the person they were originally sent to kill
    • Upper Crusters, Cops, Supercops, and people in gangs will not become hostile toward other people who have Ideological Clash
    • Fix for NPCs sometimes continuing to dance after being Tased
    • Ghosts no longer flee Zombies or other types of danger
    • Fix for people sometimes saying their “annoyed” speech after the player uses Hypnotizer Mark I on them
    • Soldiers are always aligned with one another
    • Zombies will not refuse orders to attack someone due to low health
    • Fix for Zombies getting Annoyed when player started Cannibalizing, using Vampire bite, or Possessing someone nearby
    • Fix for Prisoners not becoming Loyal to the player if they were Friendly when released from prison
    • Fix for NPCs permanently attacking thin air when commanded to attack an open door or other object that could not be hit with melee attacks
    • If the player uses DNA Connection on someone, then dies and resurrects as a Ghost, and then the other person dies, that person will not follow the Ghost
    • NPCs stop dead in their tracks when the player begins Arresting or Biting them, rather than continuing to slide for a split second, to avoid them sliding out of the player’s interaction bounds
    • Fix for NPC Dizzy movement continuing when the NPC is being Arrested or Bitten
    • Fix for people with custom character trait “Zombiism” not speaking the same language as full-on Zombies
    • Fix for Gorilla being able to understand Comedian’s jokes without a translator
    • Fix for Zombies being hostile toward a player with Zombiism if they started a new multiplayer game with zombies in that stage
    • Fix for Mobsters attempting to do gang/mugging stuff after becoming Zombies
    • Thief no longer steals Tranquilizer Gun from the player
    • NPCs can no longer “bump” other NPCs who the player has commanded to stand in place

    Text
    • Edited Pacifist description to indicate that not all types of Thrown weapons can be thrown (such as Bear Trap)

    Other
    • Created new Show Floor version of the game

    Alpha 38b (November 17)
    • Added extra safeguards for errors occuring when loading save files
    • A few localization fixes
    • Fix for some menu text not loading properly when starting the game in Fan Translations mode
    • Fix for all syringes being Invisible
    • Fix for wreckage sometimes appearing the wrong color initially
    • Flesh Feast description now reads accurately
    • Fix for dead people’s arms sometimes appearing to hover above their body on multiplayer client
    • Potential fixes for a few weird/inconsistently appearing multiplayer issues
    • Goodie Dispenser will not give you items that you already have in your inventory
    • Fix for NPCs not avoiding Slime Puddle
    • Fix for players not being able to give certain starting items to other characters when playing as custom character

    Alpha 38c (November 19)
    • Fix for Zombie on Character Select sometimes appearing with incorrectly colored legs
    • Fix for Hacking not functioning properly in 2-player split-screen mode
    • No longer possible to Steal from, Bite, or Chloroform other players when PVP mode is turned off
    • Placed limit on the speed at which a person can be knocked back
    • Charismatic characters will still be hated by the appropriate character classes when they have Blahd Basher, Crepe Crusher, Specist and Scientist Slayer
    • Water hitting people and objects on multiplayer client no longer causes them to flash
    • Fix for Shapeshifter losing Invincible effects when Depossessing
    • Giants can no longer fall down small holes like Manholes, since they can’t fit
    • Fix for Refrigerators sometimes containing only money when certain mutators were active
    • Sharp Lunge is no longer selectable as a Special Ability for custom characters. I got a lot of people telling me how OP this is, and it was really just intended as a Werewolf-mode ability anyways
    • Cops are no longer seen as Innocent when the player is assigned missions that take place in Police Stations
    • Fix for Jock sometimes being able to phase through walls after using the Charge ability to jump out of water
    • Fixed text issues that were supposed to be fixed in the previous build.
    • Potential fix for in-game menu selections occasionally not working properly with the gamepad. Let me know if there are still issues with this
    Streets of Rogue - Madguy
    Suuuup.

    This will be the last update that I’ll be dedicating to Downtown for the time being. At some point, I’ll circle back around to it, much like I plan on doing for the other levels. For the next update, I’ll be switching gears to focus on bug fixes and balance. Not particularly glamorous, but it’s been awhile since I did any real housekeeping, and I’ve amassed a rather enormous pile of bugs to fix thanks in large part to reports from you fine folks.

    For those that enjoyed last week’s Zombie disaster: Yes, the Zombie disaster will still appear in-game randomly. Also, check out the new “Zombies Ate My Game Balance” mutator, which adds zombies to every level.

    This week’s Fortnight Discussion: Clerks. They’re a new character in the game. How should they function?

    Alpha 37

    New Stuff
    Levels
    • Game is now playable through 4-3

    Music
    • New Track “Floor 4-3 Heavy Wheezing on the Dancefloor”, also added to soundtrack owners’ libraries

    Mutators
    • Zombies Ate My Game Balance

    Non-Playable Characters
    • Musician
    • Clerk

    Environments
    • Holes may appear in place of Canals sometimes
    • Arcade
    • Ice Rink

    Objects
    • Jukebox
    • Power Box
    • Turntables functionality

    Achievements
    • Downtown Diva achievement can be earned

    Everything Else
    Localization
    • Updated Simplified Chinese translations
    • Added a Fan Translation fix for languages that use special characters such as Japanese to prevent characters from appearing too small in certain spots on the interface. To implement the fix, see the updated “How To Make Translations.txt” file.

    Characters
    • Upper-Crusters may travel with their own personal Slaves
    • It is now possible to offer Slaves to Mobsters when they mug you
    • Fix for Slaves blowing up after falling down a hole
    • Fix for “Sign Up to Fight” button sometimes appearing multiple times on multiplayer client

    Graphics
    • Fix for Arrested people having the wrong head sprite
    • Fixed cases where NPCs might not animate properly if they were on the screen when the game was started
    • NPCs point their guns directly at their opponent rather than simply pointing in the direction they’re facing
    • Changed graphics for Train slightly
    • Fix for instances where a person could remain highlighted white after being attacked and flashing
    • Fix for cases where Bridges across canals appeared to be facing the wrong direction on multiplayer client
    • City Park transition tiles (i.e. parks within Downtown) have been modified to be more organic

    Playfield Objects
    • Potential fix for objects sometimes becoming non-interactable on multiplayer client
    • Fix for Manholes spawning too close to the level entrance
    • Lamps can be affected by EMP Grenades
    • Fix for not being able to use Alarm Buttons when you have other people in your party
    • Fix for Alarm Button dialogue not appearing on multiplayer client
    • Metal Detector turns off when Arena battle starts
    • Fix for Alarm Button not causing Supercop to spawn when destroyed by fire
    • Fix for Saw Blade continuing to make noise after being shut down
    • Fix for objects taking a second to be destroyed on multiplayer client when shot by shotgun

    Items
    • Fix for EMP Grenade making certain objects non-functional when they were not classified as being electronic
    • Jock NPCs no longer carry nonexistent “Baseball” item
    • Fix for “Remove w/Slave Helmet Remover” button appearing twice if player has more than one
    • Fix for thrown items being capable of hitting people hidden in Bushes or Manholes

    Mutators
    • Rogue Vision is now included in the pool of potential Daily Run mutators
    • Fix for player being able to choose “Create A Mutator” button

    Level Generation
    • Office Drone has been replaced with Clerk in a bunch of spots
    • Buildings can potentially have two Bouncers now
    • Power Boxes may appear in random spots on levels, typically guarded by police
    • Jukeboxes have been added to certain buildings

    Artificial Intelligence
    • Added Ice Skating behavior
    • Fix for police getting angry if player attacks Zombies
    • Zombies no longer wait outside of doors when their opponent is on the other side like other NPCs do, because they are stupid zombies
    • All store owners and Guards in Mall get annoyed with Suspicious or Malodorous characters
    • People at the Arena cheer during fights, and when a fight is over
    • Fix for Supercops not investigating the player’s location upon spawning if they were too far away from the player
    • NPCs are less likely to walk directly on Train and Mine Cart Tracks, particularly when they are not in combat
    • Cops and Supercops are now Loyal to Upper-Crusters
    • Mobsters will not bug the player for money if they are fighting other people
    • Mobsters will not bug the player for money if they use the Alarm Button to call a Supercop
    • NPCs no longer stop for a split second if the player interacts with them but the NPC does not have context buttons
    • If the player interacts with someone traveling in a gang (i.e. Mobsters), the other gang members will stop and wait for the interaction to finish
    • If a Slave has one owner and that owner begins to flee, the Slave will follow to avoid having their helmet blow up due to the distance
    • Fix for NPCs not being more careful about accidentally shooting their allies in the back
    • Fix for NPCs not getting angry if the player used the Shotgun on owned objects

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

    Internal
    • Did a bunch of work on a “Chinese Government Approved” Chinese version of the game

    Alpha 37b
    • Fix for Downtown Diva achievement not triggering
    • Potential fix for collision on NPCs and the player occasionally not occurring on multiplayer client

    Alpha 37c (November 3)
    • Fix for thrown items not colliding with Zombies or other people who had been Resurrected from death
    • Fix for being able to injure your friends with thrown objects when you have Class Solidarity or No In-Fighting
    • Fix for NPCs turning into zombies if they die by falling into a pit
    • Potential fix for collision on people going away on multiplayer client (Mark 2)
    • Fix for issue where player could potentially teleport into Mall bathroom
    • If a person has an Oil Container equipped when they become enraged, they don’t try to use it as a weapon
    • Fix for Zombies resurrecting after being knocked out or arrested, and then being killed while on the ground
    • Fix for not being able to zombify someone after they had been knocked out or arrested
    • NPCs who are hit by water sprays will start running so they don’t get stuck walking into the spray forever
    • No longer possible to tell NPCs to attack Ghosts
    • NPCs run from Ghosts instead of standing and refusing to attack while the Ghost kills them
    • Fix for Supercops spawning without weapons when the player presses the Alarm Button
    • Fix for NPCs not being able to attack inanimate objects with guns when commanded
    • Fix for Cops getting angry at player when an NPC pressed the Alarm button while being attacked by someone else
    • Fix for Clerk not getting angry at Suspicious, Malodorous or Naked people
    • Cannibal and Thief do not pop out of hiding when the player is invisible
    • Thief cannot perform Steal action on an invisible person
    • Ghosts do not hate the player when “Everyone Hates You” mutator is turned on
    • People are no longer seen as Guilty for attacking Zombies
    • No longer possible to attempt an interaction while invisible with someone hidden in a Bush or Manhole
    • Fix for player not being able to use Turntables when Possessing their Musician owner
    • Fix for Water Pump image not appearing properly on interface
    • ‘Activate switches’ mission can no longer appear in Hotel
    • Localization folder has been properly updated (forgot to add updates to the previous Alpha 37’s)
    ...

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