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
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
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.
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.
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!
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!
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!
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!