Streets of Rogue - Madguy
It's been a busy couple of weeks in the real world, but I managed to add a pretty sizeable number of bugfixes. Not much else to say about this update, I'll let the changelog speak for itself.

The next update (June 29) will be the last primarily-bugfix-oriented update that I do for the time being. After that, it'll be back to features and content...

Alpha 27
  • Fix for objects sometimes flashing after being destroyed as if the player could still interact with them
  • Character select screen animation plays properly when the random character button is pressed

UI / Controls
  • Windows appear as a shade of grey on the minimap instead of not appearing at all
  • Fix for context buttons disappearing when the player is talking to an Investment Banker, and he loses health due to Withdrawal
  • Fix for controls not appearing at the start of the game in 3-player and 4-player co-op mode
  • Fix for menus not scrolling properly with gamepad on 4:3 resolutions
  • Fix for issue where player would attack if they clicked to drop an item while the inventory was closed
  • Player can hold the Extra Info button while interface elements like the Inventory are visible
  • Fix for gamepad players not being able to press the Stats button while viewing Missions
  • Player markers disappear from the minimap when a player exits the level
  • Fix for levels completing in coop mode if one player finished a level, and another player ended the game from the Main Menu

  • Comedian starts with Team-Building Expert
  • Fix for issue where ending the game and returning to Home Base while
  • Possessing someone as Shapeshifter would cause you to spawn as the possessed character
  • Fix for characters appearing in the Home Base with the wrong skin and hair if the player’s game ended, then they selected a character, changed their mind, and went to the Home Base
  • Fix for player being able to have an Assassin mask over a Slum Dweller head if they started the Tutorial as an Assassin
  • Fix for issue in online multiplayer where if a person selected a character in the Home Base and backed out, then closed the Character Select, mousing over that player would show the other players “E_”
  • Werewolf no longer speaks English when attempting to interact with Elevators
  • Fix for Cannibal’s face getting fixed when Possessed by Shapeshifter
  • Slaves no longer blow up if a slave owner client in multiplayer games brings the slave to the next level and teleports

Playfield Objects
  • Fix for fires not always starting properly when wooden walls were hit with the Flamethrower from the south
  • Fix for issue where windows could not be destroyed by extremely powerful melee attacks if they had already been shattered
  • Goodie Dispenser can only dispense 3 goodies, which should fix the “Hacker getting infinite cash” exploit
  • Players cannot be teleported onto Slime Puddles
  • Fix for Slot Machine sometimes not dispensing money properly
  • Potential fix for people being teleported a few steps back when walking through destroyed windows
  • Fix for Vending Machines sometimes facing toward a wall instead of away from it
  • Turret, Security Camera and Fire Spewer no longer block people’s paths with collision detection
  • Another attempted fix for issue where players could be teleported on top of Flame Grates and Mine Cart tracks

  • Bulletproof Vest no longer protects from Flamethrower and Fire Spewer
  • When purchasing Loadout items, the player is given the same amount of the item that they receive when the item is given as a quest reward
  • Hypnotizer, Haterator, etc. can no longer be used on Hologram
  • If the player throws the last item in a stack, fists are now selected instead of weapon types

Status Effects / Traits / Special Abilities
  • Cyanide gibs people again due to popular demand, despite making no sense. Whatever.
  • Fix for bug introduced in Alpha 26 where Kneecapper chance to activate was set to 98%
  • “No In-Fighting” does not work on NPCs who need to be neutralized for a mission
  • Fix for instances where “No In-Fighting” would be active on an NPC who hates the player
  • “No In-Fighting” now applies to NPCs who are Loyal or Submissive, in addition to Aligned
  • Fix for Backstab not gibbing people when Bloody Mess is active
  • Fix for Thief not being able to steal items from people when they had a full inventory, but the item was stackable
  • Players with the “Loud” trait no longer make noise when they are Ghosts
  • NPCs will not laugh at Comedian’s jokes if they are already Hostile
  • Assassin’s Camouflage is not immediately removed mid-swing when hitting dead bodies
  • Fix for player becoming visible if hiding in Bush when Camouflage wore off
  • Antisocial trait actually works as stated, and prevents the player from attaining party members much of the time
  • Fix for players not receiving health boost on level-up if they are teleporting
  • Fix for Thief being able to move while Paralyzed by using Sticky Glove
  • Vampires and Cannibals no longer continue to devour their prey after they have been killed themselves
  • Fixed cases where players were able to be damaged after finishing a level

  • Auto-Aim no longer targets NPCs who are hidden in bushes

  • Fix for “picking up” sound not always playing the next time something is picked up after Thief uses the Sticky Glove

  • Fix for issue where during slow motion, people would often be teleported out of a wall before the wall was triggered to be broken

  • Fixed issue where player could hire someone and teleport to automatically complete Neutralize missions

  • Player can teleport again if Killer Robot is killed

Level Generation
  • Gravestones should no longer spawn in the middle of Lakes
  • Potential fix for Park loading getting stuck at 87%
  • Fix for cases where trash barrels and vending machines could spawn in tight spaces and block the player’s path

Artificial Intelligence
  • Cannibals cannot be triggered out of hiding by Ghosts
  • Fix for AI not pathing properly around Slime Puddles
  • Cops get angry at the Thief for using the Sticky Glove on someone
  • NPCs who start in an “idle” state will always return to their original position after being lured away
  • Fix for NPCs laughing at a Comedian’s jokes if they have teleported halfway across the map
  • Fix for issue where player would kill someone, later gain a follower who was aligned with the dead person, and then the follower would be angry at the player upon seeing the dead person
  • NPCs are better at determining when to get out of the way of dangerous traps like Fire Spewers when they are in the trap’s direct path
  • NPCs stop at Fire Spewers slightly before they start spewing
  • NPC followers are especially better at not stepping in a trap’s direct path in their efforts to follow the player closely
  • Cannibals are triggered to pop out of bushes by any Hostile person, rather than just specifically “any player”
  • Party members who are following the player will walk toward the player’s position when he is not in their line of sight
  • If a person A is hostile toward person B and person B is Loyal to the player, person A will only become hostile toward the player if person B is in the player’s party
  • If a person becomes Loyal to the player, other people who are loyal to the player will only become loyal to that person if they are a member of the player’s party
  • It is now possible to command people who are Loyal to you to attack other people who are Loyal to you
  • Prisoners who start the game in Prisons or Police Stations are marked as Guilty if they escape
  • Fix for Slaves and Gorillas not following clients in multiplayer games through 2 consecutive elevators
  • Fix for Slaves not having full list of commands for Slavemaster clients who brought the Slave to the next level
  • Fix for NPCs in a multiplayer client’s party not having the correct relationship to the client when brought to the next level

  • Fixed “Death By” not appearing properly when players were Stomped, Chaaarged, or Electro Touched
  • Fix for incorrect text appearing when attempting to hire more Soldiers than you’re allowed to
  • Changed Park sign text slightly to indicate more clearly that Cannibals are hostile toward outsiders specifically
  • Invisible box for status effect text at the side of the screen has been extended to accommodate languages with really lengthy text
  • Fix for “Accept Mission” chat announcement not appearing when host accepted the mission

  • Fix for issue where items could be retrieved from chests twice if client retrieved the item first
  • Fix for Suicide message not appearing in the chatlog when the host ends the game
  • Fix for all chests on the client side that contained money, containing exactly $5 instead of the correct server-side amount

  • Updated Rewired plugin to
  • Updated 2D Toolkit plugin to
Streets of Rogue - Madguy
Whoa, wait a minute, it hasn't been 2 weeks since the last update!

I'll be traveling outside the country from June 6 to 11, so I wanted to push out an early update before then. The next update will be on June 15, so it'll be back to the normal schedule.

This may look like a lot of bugfixes, but believe me when I say that there are a TON more bugs on my list where these came from. Most of these bugs were found through player submissions. So keep sending those reports!

Alpha 26
  • Fixed issue with Player 2’s lighting not appearing properly in 3-player or 4-player local coop mode
  • Fix for Bushes having bright lighting on client in multiplayer mode
  • Fix for stars continuing to appear above the head of a knocked-out person after the Cannibal has eaten that person
  • Dizzy stars disappear properly if a person is teleported when they are active

UI / Controls
  • Fixed issue with Player 2’s buff display not appearing properly in 3-player or 4-player local coop mode
  • Fixed issue where highlighted characters could remain highlighted permanently if the player entered the Main Menu or Missions Screen while they were highlighted
  • Fix for “targeting” cursor (used when hacking, using hypnotizer, etc.) remaining onscreen after player has died and will soon be resurrected in some way
  • Changing filters in server browser scrolls to the top of the browser list

  • Poisoned lakes can no longer cause “Paralyzed”

  • Killer Robot can no longer be gibbed
  • No longer possible to “ice gib” frozen players who have the Resurrect status effect

Playfield Objects
  • Another (hopefully fool-proof) fix for players being warping on top of holes after falling in the first time, causing a falling loop
  • Fix for Gravestones not spawning Ghosts or counting towards Vampire unlock when thrown by Wrestler
  • Fix for Crushers sometimes being able to damage the player from the other side of walls
  • Fixed issue where Crusher was harming the player when it began extending, rather than when it actually hit the player
  • Fire Hydrant’s water spray does not push characters back so hard that they can’t walk against the current
  • Goodie Dispensers no longer gives Guns and Melee items when the “No Guns/No Melee Weapons” mutators are active

  • Fix for Loadout items not appearing in-game when player takes Elevator to higher levels
  • Player can no longer quit the game after choosing a loadout item, and take it into the Daily Run
  • Cube of Lampey functions properly when Wrestler throws Lamps
  • Cube of Lampey no longer spawns items 100% of the time
  • Silencer and Accuracy Mod can no longer be used on Oil Container
  • Important items such as the Possession Stone can no longer be stolen from a player’s inventory
  • Fixed instances where kill profiting devices like Kill Ammunizer could be triggered more than once from the same person
  • Kill Ammunizer must restore at least 1 ammo to a gun. There were instances where it would restore 0.
  • Ammo Processor can no longer be used on Water Pistol
  • EMP Grenade does 100 damage to Killer Robot in addition to Paralyzing him
  • EMP Grenades can be used to disarm Door Detonators
  • Fix for thrown items bouncing for a frame or two after they are supposed to be destroyed
  • Bear Traps in the Park level have a more visible light
  • Fix for music notes appearing on random items after Boombox was destroyed
  • Boombox no longer continues to play music if it falls into a hole
  • Fix for player being able to drop the Cardboard Box while hidden under it
  • For for issue where if the player was wearing Hard Hat and Codpiece and removed one of them, they would lose “Resist Damage (Small)”
  • Syringes are identified when the player gives the Syringe to a follower and they use it
  • Tranquilizer Gun, Shrink Ray, Freeze Ray etc. can be used to trigger switches and other trigger-able things, just as normal bullets do
  • Bracelet of Strength effect “Strength +1” replaced by “Strength (Small)”, which also fixes an issue where strength from Bracelet would be added to player’s base strength at the start of new levels
  • Fix for equippable items sometimes not giving traits to the player if they were added to the inventory while another item of the same type existed
  • Fix for Mixed Drinks not working properly with Water Pistol
  • Player armor is not depleted when attacking other players while “damage other players” is turned off
  • Player is prevented from using Health items when their health is already full
  • Player can no longer be teleported onto Bear Traps and other dangerous items
  • When ““No Guns/No Melee Weapons” mutators are active, player will no longer see gun and melee related items, like Silencer and Ammo Stealer
  • Fix for certain guns like Flamethrower and Water Pistol still appearing when “No Guns” was active
  • Potential fix for NPCs dropping “E_” item sometimes, particularly when “No Guns” and “No Melee” were active

Status Effects / Traits / Special Abilities
  • Electro Touch no longer damages Ghosts
  • Electro Touch does 3x damage when the victim is underwater
  • Cannibal cannot eat bodies while they are on fire
  • Chloroform can no longer be used on Killer Robot
  • Fix for Jock being able to move normally while in his “pre-charge, revving up” state
  • Fix for Jock taking damage from non-hazardous objects while charging
  • Fix for Jock taking excess damage from hazardous objects while charging
  • Fix for Jock stopping his charge when near water bodies
  • Fix for Jock sometimes jumping in the wrong direction when charging into bodies of water
  • Fix for objects’ Destroy function getting called multiple times when Jock charged into the objects, resulting in weirdness
  • Jock’s charge attack can destroy Bushes now
  • Fix for player losing status effects tied to wearable items after dying and resurrecting
  • Cyanide no longer gibs people
  • Fix for issue where player would retain super-fast speed when using “I’m Outtie” trait and depossessing as Shapeshifter, or returning to human form as Werewolf
  • Fixed player not gaining “I’m Outtie” benefits immediately when entering Werewolf state or Possessing someone
  • Kneecapper cannot cause Slow when the player causes harm to themselves
  • Kneecapper does not cause Slow on other players when “Damage other players” is turned off
  • Status effect-causing bullets do not work on other players when “Damage other players” is turned off
  • Shapeshifter possessing an un-transformed Werewolf cannot transform into a real Werewolf, this was causing a bunch of bugs and would have been a pain to program properly. Saving for later.
  • Shapeshifter cannot possess a transformed Werewolf
  • Shapeshifter is more clear about why they can’t possess certain people
  • Regenerate Health When Low will not continue restoring health if the player’s health has reached its max, for example with the Low Health For All mutator
  • Being Knocked Out does not result in an immediate Game Over
  • When Shapeshifter levels up while Possessing someone, their original body is given the Full Health bonus
  • Fix for “No Effect!” being spammed when Killer Robot jumped into a poisoned lake
  • As Shapeshifter, players can no longer Possess a person who is being Arrested or Bitten

  • Ghost can no longer squash people who are Shrunk
  • Fix for NPCs sometimes not attacking objects when their AI dictates it
  • Sticky Glove can no longer be used to deflect melee attacks
  • Auto-Aim no longer attempts to target certain objects
  • Fixed issue where Flamethrower and Fire Spewer could break windows when aiming in the direction of the window, rather than the fire actually hitting it
  • Fix for Flamethrower/Fire Spewer damage and knockback being higher than it was supposed to be at times

  • Fix for looping weapon sound effects continuing to play if the gun was firing directly before the player was teleported
  • Sound effect plays when you try to equip a weapon that is out of ammo, or if the character is unable to equip weapons of that type
  • Fix for player death sound effect playing a second time if the player was gibbed after being killed

Stats / Unlocks
  • Fix for “Death By” and … reading as “E_” if a ghost progressed to the next level, and then a Game Over occurred

  • Fix for owners of buildings with bombs in “Find Bombs” missions not being flagged as Guilty
  • Fix for item “E_” sometimes appearing as mission reward when No Guns and No Melee mutators were active

  • With New Character Every Level, players will not get repeats until all unlocked agents have been used
  • Fix for issue in Daily Run where starting character could vary in New
  • Character Every Level when the game was restarted after death
  • Potential fix for game freezing at times when Investment Banker cleared a floor on New Character Every Level

Artificial Intelligence
  • Ghosts no longer follow Comedian when they like his jokes
  • Potential fix for NPCs being rescued for missions following Ghost players
  • Two people can no longer sleep in the same bed (apparently this is a more puritanical city than one might expect)
  • Cops do not get angry when you attack dead bodies
  • Fixed NPCs refusing to path over conveyor belts in any circumstance
  • Fixed issues NPCs were having pathing past Crushers
  • Fixed NPCs not avoiding Flame Grates in their pathing
  • NPCs will not enter a Flee state after walking onto a Conveyor Belt
  • Fix for NPCs having a tendency to walk too close to Killer Plants
  • Fix for NPCs not pathfinding around certain obstacles properly in multiplayer mode

  • Added note in Laptop description letting players know they can move while hacking
  • Changed Strict Cannibal text to make more clear that you can still drink alcohol
  • Modified “No In-Fighting” description to indicate that it only applies to melee and bullet attacks

  • Fix for Shopkeeper not being able to revive other players

  • Added Gameplay Settings menu option “Delete Save Data”
Streets of Rogue - Madguy
By popular demand, the Cannibal is now a playable character. For the first time ever in Streets of Rogue, you can enjoy the perks of eating dead bodies. Rejoice. I've also added a bunch of fixes and changes to the Park area. Expect more in the future. But for now.....

....For the next couple of updates, I'll be switching gears to straight-up bug-fixing. Over the past couple of months since the game was released into Early Access, I've been primarily focused on addressing major issues and adding additional content. However, players have been doing an excellent job of reporting bugs to me -- so good, in fact, that if you were to print out my bug list, it would stretch across the United States and back 3 times. That is a lie. But it's still pretty huge.

Alpha 25
  • Cannibal is now a playable character
  • Soldier now has proper “Joined” dialogue instead of saying “E_Joined”
  • Fix for “E_HireAsProtectionVoucher” appearing when hiring Soldier with Hiring Voucher
  • Cannibal no longer has trait “E_Dumb”

  • Ambient lighting added to Lakes
  • Fix for shadows being visible in Rogue Vision after characters jumped out of water while out of sight
  • Fix for shadows being visible in Rogue Vision while characters were underwater
  • Fix for light appearing on NPCs hidden in Bushes in Rogue Vision when playing as client
  • Fix for weapons appearing behind people’s hair

  • Fix for player’s name appearing as “Player (Player)” after Level 1
  • Bars and Barbed Wire Fences appear on Minimap
  • Fix for minimap not appearing when first starting online multiplayer games

  • Glass Walls

Building Types
  • Greenhouse

Playfield Objects
  • Killer Plant
  • Well (throwing money in doesn't do anything... yet)
  • Barbecue (can't cook things... yet)
  • Fireplace
  • Player can hide in Bushes by pressing Interact
  • Player Ghosts float over water
  • Ghosts’ movement is not affected by ice or water
  • Characters are better at determining which direction to jump when entering and exiting water
  • Status effects added to water bodies last 60 seconds instead of 90
  • Computers in certain buildings can be used to poison all water bodies in the level
  • No longer possible to teleport directly next to chests in the middle of hedge mazes, or other objects in the middle of outdoor “buildings” for that matter
  • NPC vision is blocked by Boulders and Trees
  • Trash Cans can no longer spawn in front of Doors and Windows (thanks to the 300 people who notified me about this)
  • Fix for not being able to destroy Bush with Flamethrower as multiplayer client
  • Fixed collider size on small boulders

  • Keys for new building types no longer say “Key (E_…)”
  • Bear Trap does 15 damage instead of 20

  • Fix for melee hits sometimes not registering

  • Added Unlock for Cannibal
  • Added Achievement for Cannibal

  • “Destroy All” mission type added

Level Generation
  • Water bodies spawning near factories may be poisoned with random status effects
  • Water bodies spawning near factories may have Slime Barrels nearby
  • Fix for Water Pump spawning on top of other objects
  • Fixed bug where Graveyards and Hideouts could not appear in Park levels
  • Changes to level generation algorithm that allow me to better control the frequency of certain building types
  • Elevators can no longer spawn in the middle of Lakes
  • Level generation attempts to force each type of Vending Machine (Ammo Dispenser, Sell-O-Matic, etc.) to appear at least once per level

Artificial Intelligence
  • Fix for party members not wanting to follow the player through Water
  • NPCs are better at navigating owned outdoor “buildings” like Hedge Mazes and Caves
  • NPCs in a “wander” state now pause for a longer period of time after reaching their destination to allow the player a bit of time to react if they were attempting to sneak by them or something
  • Player can no longer command party members to attack Boulders, since they are (nearly) indestructible
  • Fix for NPCs continuing to avoid pathing through certain objects after they had been destroyed
  • Cannibals hiding in Bushes only pop out if the player is within their line of sight
  • NPCs no longer immediately become angry if the player shoots an owned fireproof object with the Flamethrower

  • Fix for Home Base Elevator to higher floors not being usable

  • Updated to Unity 5.6.1f1
  • Updated Rewired plugin to

Alpha 25b
  • Fixed various issues with Cannibalizing on multiplayer client
  • Updated A* Pathfinding Project plugin from an ancient 2-year-old version 3.5.x to younger, hotter 4.0.10

Alpha 25c (5/26/17)
  • Fixed Holes sometimes not appearing in Park level Factories
  • Another fix for Vending Machines and Trash Barrels sometimes appearing in front of doors/windows. This one should cover 100% of cases.
  • Fix for NPCs spazzing out while investigating hackings, and in a few other cases
  • Fix for NPCs failing to avoid stepping on Floor Switches
  • Fixed NPCs failing to path over unopened Trap Doors
Streets of Rogue - Madguy

Yayy, the first iteration of the Park level has finally been added to the game! Bear in mind, it's still very much a work in progress, and and I have more new elements in the works. Not sure people will find the balance of this level in its current state (too easy/hard?), but I'm sure I'll find out soon! If you have suggestions for stuff you'd like me to add, feel free to post them in this thread. And as always, let me know if anything is buggy/broken!

Alpha 24
  • Park Levels 3-1, 3-2, and 3-3 added

  • 3 New tracks added (mp3s are available to soundtrack owners)
  • Floor 3-1 Ace of La Boots
  • Floor 3-2 Do the Gorilla
  • Floor 3-3 Don't Stop Movin'! Like Really! Killer Robot is After You!

Level Generation
  • Lots of small and large changes made to level generation for Park levels.
  • Lamps and Trash Cans are now placed at random instead of being tied to specific level chunks
  • Fix for some issues where objects could be spawned in narrow passages that blocked the player’s path
  • Fixed a couple instances where fire pits could block the player from achieving objectives

  • Water Bodies
  • Frozen Water Bodies

Building Types
  • Cabin
  • Farm
  • Military Outpost
  • Hedge Maze
  • Cave

  • Cannibal NPC
  • Soldiers may now appear as NPCs
  • Free-roaming Gorillas

Wall Types
  • Cave
  • Hedge

  • Tree
  • Bush
  • Boulder
  • Small Boulder
  • Water Pump (needs art)
  • Barbed Wire Fence
  • Mine
  • Fixed issue where Overclocked Generator could not be destroyed after being hit with EMP Grenade
  • Added measures to prevent certain things like Fire from damaging the player multiple times within a short timespan

  • Active Bear Traps may appear in the environment
  • Fix for a change in the previous build, where Rocket Launcher was supposed to have a lower monetary value in Rocket Launcher Chaos, but this instead occurred in Everyone Hates You

  • Park President
  • Unlock Elevator Access (Park)

  • Fix for dark bar sometimes appearing over Win screen

  • Fix for human eyes appearing on gorilla faces

Status Effects
  • "Slow" reduced from 30 seconds to 20 seconds

Artificial Intelligence
  • Lots of modifications to allow the AI to deal with new terrain types and objects
  • Non-owners will no longer try to walk through owned property, even if the walls have been destroyed

  • Game now pauses when minimized

Alpha 24b
Fix for Level 3 loading sometimes getting stuck. This bug was a mean SOB. I think it's fixed, but let me know if this happens in 24b.

Alpha 24c
Fixed a different and less common issue that was causing Level 3 loading to get stuck.
Streets of Rogue - Madguy
Some bad and good news! The bad news: This week's update will be delayed a couple of days until Saturday May 13th. The good news: It will contain the first iteration of the Park level! I was hoping to have this ready for Thursday, but there are still some kinks that need to be worked out, so I'll need a bit of extra time. That is all, apologies for the delay!
Apr 27
Streets of Rogue - Madguy
As I mentioned in the previous update, this week's update is relatively minor. It's mostly bugfixes relating to the Industrial content that I added in Alpha 22.

Most of my time has been spent on programming for the upcoming Level 3, the "Park" area. Bodies of water are now possible in the game, and swimming is working quite nicely. I want these levels to have a much more open, less claustrophobic feel to them, to give players a nice mid-game change of pace before the more city-oriented Levels 4 and 5.

I can't promise that Level 3 will be playable in the May 11th update, but definitely the one after that. In the meantime, I'm still taking suggestions for the Industrial and Park areas. And as always, let me know if anything is horribly broken in this build, so that I can hotfix it!

Alpha 23
  • Fix for NPCs sometimes not coming from one level to the next

Traits / Status Effects
  • Players can no longer move by attacking when Paralyzed
  • Reduced Shapeshifter’s Depossess cooldown from 10 to 5
  • Noise created when Vampire bites someone is softer, essentially reverting one of the changes from the previous version.

  • Rocket Launchers have a much lower monetary value when Rocket Launcher Chaos is activated
  • It is easier to find Cigarette Lighters
  • Fix for “E_” items dropping from NPCs when “No Melee Weapons” and “No Guns” mutators are activated

  • Saw Blades, Crushers, Mine Carts and Refrigerators no longer harm ghosts
  • It should no longer be possible for Floor Switches, Saw Blades, etc. to spawn outside buildings
  • Fix for Ghost not being able to pass through extended Crusher
  • Fix for sound effect of Crusher extending sometimes not playing
  • Fix for Mine Cart tracks not always appearing
  • Fix for Saw Blade light continuing to appear after the object is destroyed
  • Fixed issue where Crusher could continue operating after its wall was destroyed
  • Fixed Fire Spewer not functioning on client side during multiplayer games
  • Saw Blades no longer appear at extremely narrow gaps, since the AI won’t be able to deal with it well
  • Increased hitbox size on Mine Cart
  • If important items are knocked into incinerators, they will be teleported out
  • Fixed issue where players could be teleported on top of Flame Grates
  • Water from Fire Hydrant doesn’t knock the player back as far, preventing situations where the player can get stuck
  • Toilet causes water explosion when destroyed
  • Robot no longer has the good sense to stop moving when there is danger ahead, such as a mine cart about to go by
  • NPCs will no longer try to use the Oil Container as a weapon
  • Robot can no longer take damage from certain status effects such as Cyanide
  • Fix for a number of instances where “trap” objects could be positioned improperly
  • Fixed instances where Objects were placed in spots where they could be accidentally set on fire by conveyor belt objects

  • Added Camera Speed option to prevent camera from following target
  • Fix for Gamepad 3 and Gamepad 4 buttons on Control Settings screen not working properly when clicked with mouse
  • Fix for multiplayer client sometimes not being able to hack or otherwise target in a similar manner when using the gamepad
  • When using hacking target with gamepad, frame rate does not affect movement speed

  • Fix for certain types of bullets not always having correct lighting

Artificial Intelligence
  • NPCs are better about knowing when to flee burning buildings
  • NPCs don’t stop at mine cart tracks when fleeing

  • Stove removed from Tutorial, since it can now burn the walls down
  • Rocks do not do damage during the tutorial, since the player was able to kill the Tutorial Giver

  • Fix for players dying after other players had entered elevator, and entering the next level as a non-ghost with 0 health
  • Fix for some instances of “purple worm E_ man” appearing, particularly in Home Base

  • Updated Unity engine to 5.6.0f3 from 5.5.2f1, and fixed a bunch of new bugs stemming from the upgrade, most of which were related to the physics, UI and animation systems. The engine upgrade could mean a few things. From Unity’s patch notes:
  • “Improved stability when running on less-than-reliable network conditions”.
  • “The internal 2D contact processing system has been completely rewritten providing a more robust and reliable reporting of contacts, ensuring correct Enter, Stay & Exit callback state under all conditions.” This could hopefully reduce or eliminate cases where characters are hit through walls without breaking them.
  • Particle effect performance is apparently improved.
  • Updated 2D Toolkit plugin to 2.5.8
  • Updated Rewired plugin to

Alpha 23b
Alpha 23b fixes a bug where a lake could appear in the middle of the Slums. To those that got to see an early, unfinished version of Streets of Rogue water bodies, congrats to ya!

4/28 Alpha 23c
Alpha 23c fixes a long-standing issue where the player's "Assigned Controller" (Setup -> Control Setup -> Rebind Gamepad Controls) did not always carry over from the title screen to the game.

4/29 Alpha 23d
Fixes issue where unlocking achievements could sometimes freeze the game.

4/29 Alpha 23e
Fixes issue introduced in 23c where local coop would not always work properly with keyboard and gamepad together. Also fixed an issue introduced in 23 where clicking and dragging items out of the inventory would not cause them to drop.

5/1 Alpha 23f
Hopefully fixed an issue relating to my recent gamepad changes where some players could not use the gamepad in single-player mode. Also fixed a common issue where falling into a pit could cause people to fall into the same pit repeatedly until they died. Here's hoping this is the last hotfix I need to make!
Streets of Rogue - Alex@tinybuild

If you haven't played The Investment Banker yet, here's how you properly do it:

What's your favorite class right now?
Streets of Rogue - Madguy

The bulk of today’s update deals with new content for the Industrial levels. Admittedly, I bit off a little more than I could chew. Basically, I started working on a whole bunch of new content at once, and wasn’t able to finish all of it before this week’s update. There have been some significant updates to the Industrial levels, but I’m by no means finished with them. At the very least, this should give you a clearer idea of the direction I want to go with this part of the game. I’m still open very to suggestions if you’ve got ‘em. Also, please report any new bugs you find with the new content, because I'm sure there are a bunch...

I’ll be starting work on the Park levels very soon. They’re essentially the game’s version of the grassy/outdoor theme. The next bi-weekly update might be a fairly minor one, because I’ll be knee-deep in prepping these new levels. It might be a couple of updates before they’re officially “open for business”. Taking suggestions now!

There are still a bunch of modifications I want to make based on the feedback from the previous update. I only had time to buff the Vampire a bit for this update.

Alpha 22
  • Factory floor

Status Effects
  • Wet (serves no purpose yet)
  • Electrocuted (can't do this yet)

Items Added
  • Gas Mask
  • Oil Container

Items Modified
  • Cigarette Lighter can be used to set oil on fire
  • Fix for Killer Robot sometimes getting “non-infinite” version of Rocket Launcher

Objects Added
  • Saw Blade
  • Mine Cart
  • Conveyor Belt
  • Tubes that spew objects onto conveyor belts
  • Objects spewed from tubes
  • Continuous Crusher Trap
  • Overclocked Generator
  • Non-trapdoor-based holes
  • Slime Barrel
  • Slime Puddle
  • Fire Hydrant
  • Indoor flame grates
  • Permanently flaming flame grates
  • Permanently spewing gas vents
  • Oil spilled on ground
  • Water spilled on ground (with “expanding puddles”)
  • Water projectile

Objects Modified
  • Crusher does damage as soon as it hits people, rather than having to traps people between it and the wall
  • Crusher does 30 damage instead of 40
  • Changed collider size of Crusher
  • Fixed issue where Crusher would get screwy on clients if they went far away and came back
  • Floor trap switches are no longer found in Industrial

  • Vampire’s victims no longer get “tapped out”. Vampire gains 1 health for every 3 health he drains from his victim. Victim also emits a louder noise for other people to hear.

  • Fix for player’s death method being classified as “Fell in Hole” if this occurred after they died

Level Generation
  • Added new Industrial objects into existing buildings
  • Industrial factories tend to be filled with Workers and Goons
  • Some factories will permanently spawn gas
  • NPCs will wear Gas Masks when necessary, if factory is permanently spawning gas
  • Mine Cart tracks may now appear in the middle of levels
  • Industrial factories no longer have Floor Switch traps
  • Oil appears on the ground at random spots in Industrial levels

Artificial Intelligence
  • NPCs are better at avoiding traps and holes

Things I started but didn't finish yet
  • Moving Fire Spewers
  • Fireball Spitter
  • Pipes on walls that spew gas when shot
  • Fireball projectile
  • Robots that aren't trying to murder you
  • New buildings and "level chunks"
  • A bunch of other little Industrial modifications
Streets of Rogue - Madguy
Today's update features a large bevy of balance changes, some of which are fairly drastic. I don't typically have a lot of time to play Streets of Rogue at length, so a lot of these changes come from listening to community feedback. Keep it up! Let me know what you think of the changes I've made through the forums and the in-game feedback form.

Updates Schedule
Starting now, I'll be updating Streets of Rogue on a bi-weekly basis, every other Thursday (unless I need to make a hotfix). So, the next major update after this one (Alpha 22) will be released on April 13. You can check out what I'm currently working on over in this thread

Alpha 21

UI / Controls
  • Game does not go into slow-motion mode when remotely hacking
  • When hacking certain objects that allow for multiple commands, the contextual buttons do not disappear after entering a command
  • Auto-aim is slightly smarter
  • Fix for issue where it was possible for players to get stuck in walls after returning from ghost form
  • Fix for not being able to place some stackable items into toolbar slots

  • Cops and other character classes that are walking around levels randomly have a chance to carry guns and other more powerful weapons. This chance is increased as the player progresses in the game.
  • Hackers start with 2 Time Bombs instead of 3
  • Investment Banker starts with $300 instead of $500

Playfield Objects
  • Destroying Gravestones has a chance of spawning an angry Ghost
  • When Wrestler throws certain types of objects, they will inflict status effects upon the person they hit
  • Objects thrown by Wrestler have a chance of dizzying the person they hit
  • Stove spawns a fire when destroyed
  • When hacked, Refrigerator is capable of breaking through walls
  • Refrigerator plays proper sound effect when smacking into people after being hacked
  • Doors armed with Detonators can now be hacked to disarm them
  • Sell-O-Matic and Portable Sell-O-Matic prices for weapons and armor now take durability and ammo into account
  • Player receives 100 skill points for “Found Cool Stuff” instead of 200
  • Safes no longer have a chance of containing a tiny amount of money
  • Winning chances on slot machine are capped at a certain point when using things like the hacking ability and Four-Leaf Clovers in conjunction with one another.

  • Added item “Fud”, which is a new type of food item
  • Food Processor only produces Fud
  • Resurrection Shampoo’s value has been increased from $100 to $200
  • Armor Durability Spray’s price increased from $50 to $100
  • Cyanide Pill’s price increased from $50 to $150
  • Kill Ammunizer only restores ammo for 1 of the weapons in your inventory, selected at random
  • Kill Ammunizer and Kill Profiter show status text when giving the player ammo and money
  • Water Pistol holds 8 shots instead of 12
  • Water Pistol cannot be refilled through Ammo Dispenser or Kill Ammunizer
  • EMP Grenades cause Killer Robot to become temporarily Paralyzed
  • Doctor is capable of using Tranquilizer Gun and Leafblower, but can no longer use throwable weapons that inflict damage
  • Portable Sell-O-Matic gives slightly worse deals than normal Sell-O-Matic
  • NPCs have a lower chance of carrying items that are not weapons or money
  • Chest Objects have a lower chance of containing multiple items
  • Throwing Rocks does damage to people now
  • Investment Banker can no longer use Cigarettes to prevent withdrawal from taking hold -- they’re just not strong enough!
  • Fix for some NPCs having an item called “E_”

Status Effects / Traits / Special Abilities
  • Vampire’s bite adds 3 health per suck instead of 2. Damage per suck is still 4.
  • Vampire’s bite may do a max damage of 20 to a person (+15 health to vampire) before that person is “tapped out”.
  • Skinny Nerdlinger now causes certain guns to cause knockback to the player when fired
  • Tank-Like cancels out all gun knockback
  • Shapeshifter “Possess” ability now has a 10 second cooldown after exiting someone’s body
  • Fix for Shapeshifter not being able to possess sleeping people
    Shapeshifter now has “Antisocial” trait
  • If Shapeshifter possesses someone in front of a Neutral NPC, that NPC will become Annoyed
  • Werewolf is no longer required to gib people for Bloodlust to activate, he only needs to kill them
  • Werewolf’s Lunge ability no longer has a charge-up period
  • Added “Unstoppable-ish” trait for Werewolf, which works similar to Tank-Like, but bullets do not cause knockback
  • Added “Ultimate Butterfinger-er” trait for Werewolf, which knocks weapons out of people’s hands every time a collision occurs
  • Size of Werewolf’s claws increased
  • Comedian’s audience has a lower chance of becoming hostile and attacking the Comedian when a joke fails
  • Comedian’s audience has a small chance of becoming Aligned instead of Loyal when a joke is successful
  • Backstabs can only be performed if the victim is not already in combat
  • Added “Master of Disaster” trait for Jock, which gives him a small amount of XP for each object or wall that he destroys
  • Thief receives 15 skill points for pickpocketing instead of 10
  • Investment Banker’s “Withdrawal” stops taking health from the player at 20 HP (10 with the Low Health mutator) instead of 5

  • Radiation blasts occur every 20 seconds instead of every 15 seconds
  • Falling bombs produce a more obvious lighting effect to help players better avoid their radius

  • In Rogue Vision, fences are always visible, so doors next to fences won’t appear to be floating in a void
  • When Low Health mutator is activated, hazard damage from crusher traps, holes, acid, and poison is halved to alleviate the chance of cheap deaths
  • In Low Health mode, health items only give the player half the health they normally do.
  • Fix for Crusher sometimes appearing at inappropriate times with Rogue Vision turned on
    In Rogue Vision, fix for out-of-view NPCs’ flashing outlines appearing when using Hypnotizer and other methods where NPCs are being targeted
  • Fix for bullet particles sometimes remaining on-screen for clients in multiplayer Rogue Vision mode

Level Generation
  • Player is more likely to see 1 of each type of “vending machine” per level (Sell-O-Matic, Ammo Dispenser, etc.), with fewer duplicates

Artificial Intelligence
  • When a cop starts arresting someone, interactions between that person and other players will cease
  • Ghosts deal with solid walls a bit better
  • Cops now only attack people who they’ve witnessed attack someone else, instead of just attacking both people. However, if they see two people fighting, they will still attack both of them.
  • If cops witness a property owner attacking someone, they will always side with the property owner and attack the other person.
  • People employed by Werewolf do not run away when player turns into Werewolf
  • Releasing people from prison makes them Loyal toward the player
  • After rescuing someone for an optional mission and bringing them to a questgiver, they will remain Loyal to you

  • Fix for some of the German translation not appearing properly
  • “Acid” is now known as “Sulfuric Acid” to avoid confusion with the drug of the same name

  • Mutators are cleared when the player enters the Tutorial

  • Fix for Shapeshifter clients losing their extra traits when depossessing

4/1 EDIT
Released hotfix, Alpha 21b, which removes some code that I accidentally left in which was preventing people from seeing all of the mission rewards
Streets of Rogue - Madguy
In this build, we've added a brand new Simplified Chinese translation to replace the previous one. Let me know what you think of it!

A Korean translation has been added.

I've also reverted the NAT Traversal changes from the previous build, since some people are now having difficulties joining and creating games. I'll have to investigate this further.

Balance update will still be coming next week, and perhaps a new versioning system that doesn't involve me going through half the alphabet!

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