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
Characters
  • 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”

Graphics
  • 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

Interface
  • 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

Environment
  • 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

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

Combat
  • Fix for melee hits sometimes not registering

Stats/Unlocks
  • Added Unlock for Cannibal
  • Added Achievement for Cannibal

Missions
  • “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

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

Engine
  • Updated to Unity 5.6.1f1
  • Updated Rewired plugin to 1.1.2.0

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
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
Characters
  • 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”

Graphics
  • 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

Interface
  • 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

Environment
  • 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

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

Combat
  • Fix for melee hits sometimes not registering

Stats/Unlocks
  • Added Unlock for Cannibal
  • Added Achievement for Cannibal

Missions
  • “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

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

Engine
  • Updated to Unity 5.6.1f1
  • Updated Rewired plugin to 1.1.2.0

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

Music
  • 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

Environment
  • Water Bodies
  • Frozen Water Bodies

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

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

Wall Types
  • Cave
  • Hedge

Objects
  • 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

Items
  • 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

Achievements
  • Park President
  • Unlock Elevator Access (Park)

Interface
  • Fix for dark bar sometimes appearing over Win screen

Graphics
  • 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

Engine
  • 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


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

Music
  • 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

Environment
  • Water Bodies
  • Frozen Water Bodies

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

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

Wall Types
  • Cave
  • Hedge

Objects
  • 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

Items
  • 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

Achievements
  • Park President
  • Unlock Elevator Access (Park)

Interface
  • Fix for dark bar sometimes appearing over Win screen

Graphics
  • 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

Engine
  • 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!
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, 2017
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
Characters
  • 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.

Items
  • 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

Objects
  • 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

Items
  • 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

Graphics
  • 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

Tutorial
  • 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

Multiplayer
  • 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

Engine
  • 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 1.1.0.0

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!
Apr 27, 2017
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
Characters
  • 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.

Items
  • 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

Objects
  • 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

Items
  • 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

Graphics
  • 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

Tutorial
  • 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

Multiplayer
  • 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

Engine
  • 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 1.1.0.0

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:

https://www.youtube.com/watch?v=N3kKOaNlIJc&feature=youtu.be

What's your favorite class right now?
Streets of Rogue - Alex@tinybuild


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

https://www.youtube.com/watch?v=N3kKOaNlIJc&feature=youtu.be

What's your favorite class right now?
...