Streets of Rogue - Madguy
The long and arduous march toward 1.0 continues! Big Quest coding for all 23 of the current characters has now been implemented. Still no rewards for completing the quests - That’s going to be tied into the final level and ending, and it’ll be awhile longer before I’m ready to release all that.

This week's Fortnight (not Fortnite) Discussion: Game Balance - What are your biggest issues?

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Also, an important note to Mac and Linux users: The directory in which save data is stored has been changed again, back to the directory I was using prior to Alpha 50.

From Alpha 50 through Alpha 52, the data was stored in the following directories:
Mac: User\(username)\Streets of Rogue
Linux: /home/(username)/Streets of Rogue

As of Alpha 53, it will one again be stored in:
Mac: User\(username)\Library\ApplicationSupport\unity.streetsofrogue.streetsofrogue
Linux: /home/(username)/.config/unity3d/Streets of Rogue/Streets of Rogue
Note that this may be a hidden folder, so you'd need to type in the address yourself.

The game SHOULD copy your save data from the old directory to the new directory the first time you run Alpha 53. If it can’t do this for some reason and the game doesn’t load your data, you’ll need to do it manually. See this thread for more details.

Alpha 53
Big Quests
  • Vampire - Hunt down and neutralize a Werewolf in each level. You can detect a Werewolf’s presence with the Vampire’s new ability Werewolf A-Were-ness
  • Assassin - Neutralize a heavily guarded target in each level without anyone seeing. If anyone spots you, you’ll have to kill them too.
  • Scientist - Infect a specific type of person with a specific status effect in each level, and use the Research Gun on them. Look out for a Crate in each level containing the status effect-causing drug that you’ll need to do your job.
  • Shopkeeper - Track down a specific type of “hot item” in each level, and sell it through your Portable Sell-O-Matic to get a nice bonus
  • Investment Banker - Big Quest has been totally changed. Only reach Withdrawal status a certain number of times per floor, district, and game
  • Slum Dweller - Put down a certain amount of money every level toward a house in Uptown
  • Gangster (Blahd) - I was planning to make this different from the Gangster (Crepe) quest, but I had a severe mental block, so for the time being I made it the same -- Essentially, kill all the Crepes.
  • Wrestler can no longer be asked to challenge a Zombie to a fight

Localization
  • Fixes made to Chinese translations (thanks to OHINE)

Graphics
  • Fix for hair appearing to stick out from Gas Mask
  • Fix for Arrested animation not always playing properly on multiplayer client

UI / Controls
  • Fix for Loadout list in Home Base often appearing the same or very similar to previous times it had been loaded
  • Fix for white square animations sometimes appearing in the wrong spot when the player switches weapons
  • Fix for “you reached the end of the game” message not closing properly when player 2 opts to continue
  • Mood Ring and other items that have no need for a counter, do not display with a counter on the interface
  • Fix for Character Creation character names, where a number of characters and symbols (in particular Chinese characters) were not available. I’ve set it so that typing symbols and punctuation marks will not work, but everything else is fair game.
  • Fix for item text not appearing when a player pickpockets another player in local multiplayer mode
  • Fix for minimap opening animation not playing properly in local coop mode
  • Fix for minimap not always opening when holding “show object info” button in 3-player mode

Playfield Objects
  • Another potential fix for player falling infinitely into holes
  • Fix for issues revolving around Shapeshifter falling into holes

Items
  • Scientist starts the game with a new item, the Research Gun, used in their Big Quest
  • Scientist starts the game with Water Pistol
  • Water Pistol has only 5 shots instead of 8

Status Effects / Traits / Special Abilities
  • Vampire has new trait “Werewolf A-Were-ness”, used in their Big Quest to help track Werewolves
  • Thief can now steal people’s hats off their heads
  • Bartender can no longer serve drinks to Cop Bots and Ghosts

Level Generation
  • Fix for Fences and Barbed Wire sometimes appearing to face the wrong direction

Artificial Intelligence
  • Gangs are better at sticking together

Saved Games
  • On Mac and Linux, save data is stored in the folders that it was stored in prior to Alpha 50.

Other
  • Created new Show Floor version of the game
  • Bunch of work on the game’s final level and ending
  • Bunch of boring behind-the-scenes stuff

Alpha 53b
  • Fix for Assassin Big Quest targets and Scientist Big Quest Crate spawning in places where they weren’t supposed to
  • Fix for Assassin Big Quest targets and Scientist Big Quest Crate spawning in Home Base
  • Crates for Scientist Big Quest now get an orange arrow on the map screen after they are discovered
  • Fix for Slum Dweller missions screen stating that the player had failed the quest upon reaching Uptown
  • When the Assassin assassinates their target, the gang that was protecting them will split up
  • Fixed a spelling error in Werewolf A-Were-ness description
  • Fix for incorrect text appearing on Missions screen for Shopkeeper after they completed their Big Quest for a level
  • Another potential fix for issue with Generators not always being destroyed properly

Alpha 53c
  • Fix for issue introduced in 53b where tutorial was not completeable

Alpha 53d (June 16)
  • Added prompt to Elevator when the player tries to exit the level, that also reminds the player if they have not completed the Big Quest for that level
  • Loadout selection will no longer include items that the player has chosen to remove from the item pool
  • Fix for “Can’t Do” sound effect repeating rapidly if the player was using Hypnotizer, Hacking Tool etc. while a rapid fire weapon was selected
  • Fix for Wrestler not being able to challenge people to fights when they are holding guns
  • Fix for Mobsters “rubber-banding” back to their group when attempting to mug the player
  • Fix for NPCs attempting to return to their gang after joining the player’s party
  • Fix for Trash Can Big Quest marker disappearing if the player took all items from the chest before destroying it
  • Fix for part of Crusher sometimes remaining after it has been destroyed
  • Fix for graphical/hair issues with the Gas Mask
  • Fix for NPCs’ weapons appearing beneath their hair while dancing
  • Fix for lights sometimes appearing on invisible NPCs
  • Fix for minimap appearing when it’s not supposed to in local coop mode when the player closes Missions screen
  • Fix for some interface weirdness when clicking and dragging items while also purchasing items
  • Fix for instances where an NPC would start the game sleeping in a bed in a house that isn't theirs
  • Fix for instances where NPCs weren't sleeping or sitting when they were supposed to be
  • Auto-Aim is more likely to focus on certain environmental objects that would be useful if shot during a battle, like Exploding Barrels
  • Inventory slot backgrounds are a bit darker
  • Food Processor renamed Fud Processor, since it only produces Fud
  • Error handling for instance where game can get stuck at 87%
  • 900th attempt at fixing “Generator not being destroyed correctly” bug that people are apparently still getting but I’ve never seen. If you get this bug, PLEASE send me an output log immediately.

Alpha 53e (June 17)
  • Potential fix for lights appearing in places they’re not supposed to
  • Fix for NPC movement appearing jerky while the game is in slow motion
  • Fix for vendor prices disappearing if the player used the Portable Sell-O-Matic while speaking to a vendor
  • Fix for numbers appearing at the top of chest interface slots if the player used the Portable Sell-O-Matic while interacting with it
  • Fix for Slum Dwellers getting annoyed at the player if the player enters their house after hiring them
  • Cannot use Cannibalize ability on people who are dead but also have Resurrect

Alpha 53f (June 18)
  • Yet another stab at fixing the "generator not being destroyed properly" issue

Alpha 53g (June 21)
  • Fix for hacking, hypnotizing etc. not always working for players 2-4 in local coop mode
  • Fix for cursor text not always appearing for players 2-4 in local coop mode

Alpha 53h (June 24)
  • Fix for around half of the mission varieties not appearing in the game
  • Fix for various errors involving fire in the Industrial area
May 31, 2018
Streets of Rogue - Madguy
Just a light update this week, which might be a trend for the coming updates. I’ve been putting most of my effort into a few key areas: The final level (which won’t be ready for awhile), the ending (which also won’t be ready for awhile), backend technical stuff and optimization (which you probably won’t notice), and prep work for the console versions (which are going to be handled in large part externally, but I’ll still have a hand in them).

I’m really hoping to solidify the game’s 1.0 feature-set in the next couple of months, and also attempt to solidify things on the technical side. I don’t want to be making drastic changes to systems as the game gets closer to release, because big changes mean BIG BUGS!

(Also just to reiterate what I’ve said in the past, 1.0 doesn’t mean I’m done with the game. It just means the game, it just means the game is playable from beginning to end, mostly free of major bugs, isn’t lacking content in any particular aspect of the game, and is balanced enough that I’m mostly satisfied with the experience)


This week's Fortnight Discussion: Achievements - What do you want to see?


Alpha 52
Localization
  • More and improved Chinese translations added

Big Quests
  • Fix for Wrestler’s opponent not informing the player that the fight will begin when they say so, rather than immediately -- I had forgotten to add the dialogue in. This probably caused a bunch of confusion, as the quest will not be completed until the fight officially begins
  • Wrestler can no longer challenge people to fights after winning a fair fight on that level

UI / Controls
  • Some naming restrictions in Character Creation have been removed. You can now use capital and lower-case letters, numbers, and spaces in any combination up to 32 characters.
  • Potential fix for Character Selection and Character Creation menus closing for some players if the player minimized the game and returned
  • Fix for Protip text sometimes getting cut off when using Chinese text
  • Fix for being able to mouse over objects on the minimap that don’t actually appear on the minimap
  • Fix for health bars that appear from holding space bar or the A button on gamepad, appearing over NPCs’ heads in split screen mode in another player’s window, most of the time
  • Less frame rate hiccup when opening stats screen at the end of levels
  • Fix for online multiplayer client sometimes not seeing NPCs as Hostile or Annoyed at the start of levels when they actually are
  • Devlog button will not appear if update returns an error

Graphics
  • Fix for green object highlight sometimes remaining on objects past the point where it should have disappeared

Playfield Objects
  • If Wrestler is holding an object as multiplayer client and logs out of the game, the object will break instead of disappearing

Sound
  • Metallic sound no longer occurs when hitting Boulders and other organic/indestructible objects

Missions
  • Fix for Find Bombs missions being un-finishable if Wrestler picked up the bomb’s containing object and threw it into a pit

Home Base
  • Fix for Loadout items being the same every time the player returns to the Home Base

Disasters
  • Fix for falling bombs not having a light to indicate their location
  • War Zone participants no longer drop items

Level Generation
  • Fix for levels sometimes getting generated incorrectly if the player was using Twitch mode in online multiplayer
  • Fix for level generation sometimes getting stuck at 37% for host in online multiplayer

Artificial Intelligence
  • Fix for NPCs in the player’s party not coming to the next level
  • Fix for Rioters not becoming Hostile toward online multiplayer clients
  • Fix for Clerk not saying dialogue under certain circumstances

Performance
  • Bunch of little optimizations

Multiplayer
  • If a player misses their chance to choose a trait at the end of a level due to a timeout, they will have the opportunity to select a trait at the end of the next level
  • Fix for game screwing up on client side if the game ends before clients have connected but not had a chance to enter a level

Other
  • Bunch of work on console versions
  • Bunch of boring behind-the-scenes stuff
  • Updated Rewired plugin to version 1.1.14.3.U2017
  • Updated Vectrosity plugin to version 5.6

Alpha 52b
  • Fix for players getting "Connection Failed" when attempting to join any online multiplayer game

Alpha 52c (June 2)
  • Water Pistol FINALLY works properly for clients in online multiplayer mode
  • Rage Poison works properly when consumed by clients in online multiplayer mode
  • Rage Poison and Water Pistol now appear as rewards in online multiplayer games
  • Multiplayer client walks around in a daze properly when Dizzy
  • Fix for small animation weirdness when people stop aiming their guns
  • Fix for Skill Bar’s yellow animated text remaining on-screen after transitioning to a new level
  • In Missions Screen slots, space for a second mission reward has been removed, since there are no quests that actually offer this, and no plans for it
  • Wrestler is no longer asked to challenge NPCs who get annoyed when the player enters their property, or rioters
  • Game is smarter about choosing which health item to quick-use, particularly with the Low Health For All mutator active
  • Fix for multiplayer client causing “E_” weapon to drop when using Butterfinger-er
  • Potential fix for Jock sometimes not being able to move after crashing into a wall and falling down
  • Fix for player being able to regain control of their character at times they weren’t supposed to (such as when charging as a Jock) when returning from main menu
  • Fix for instances where the player was able to control their character while on the main menu
  • Fix for status effect text appearing multiple times when multiplayer client jumps into a Lake that causes status effects
  • Fix for other random weirdness that may or may not have been occurring

Alpha 52d (June 4)
  • Fix for Wrestler not having any options available for Big Quest
  • Potential fix for instances where elevator in Home Base could not be interacted with due to issues loading certain custom characters
  • Fix for instances of player being able to regain control of characters at times when they were not supposed to be able to
  • Fix for certain cases where game could load past 100% and freeze
  • Fix for character selection background often not appearing transparent after death
  • Fix for cursor text not always disappearing when entering level transition
  • Health bar shouldn’t be able to go out of bounds anymore
  • Fix for recently depossessed NPC appearing to face the wrong direction for a split second
  • Potential fix for objects not always being destroyed properly
  • Fix for NPCs hiding in bushes having visible light on them
  • Fix for NPC Info from space bar sometimes appearing too large
  • Potential fix for NPCs appearing in a weird position when the player sees them for the first time
Streets of Rogue - Madguy
I’ve added a bunch of new Big Quests this week -- 9 to be exact. Still no awards for actually completing them, that’s coming later! I also made some important performance improvements.

Next update (or possibly updates?) will be on the light side, as I’ll be spending most of my time working on the game’s post-Uptown “final encounter”. It might be awhile before that's actually ready for people to play, but hopefully it'll be worth it!

This week's Fortnight Discussion: Most ridiculous thing that's happened to you in the game?

Alpha 51
Big Quests
  • Bartender - Serve drinks to 3 different people
  • Gorilla - Rescue all gorillas. Likelihood of finding captive Gorillas in levels is increased when playing as Gorilla
  • Thief - Rob all Chests and Safes
  • Wrestler - Ask a certain person to fight, and win without cheating or using projectile and throwable weapons
  • Jock - Destroy every object of a certain type
  • Comedian - Tell jokes to a percentage of people
  • Slavemaster - Enslave someone of a certain class and bring them to the entrance
  • Soldier - Destroy all Generators
  • Cannibal - Eat a person of a particular class
  • Fix for Investment Banker’s quest not being completeable
  • Fix for Big Quest status not loading correctly for clients who quit and rejoin the game
  • Fix for Big Quest status for multiplayer clients sometimes saying “Failed” when it was meant to say “Wait for Next Game”
  • Fix for Big Quest district status for multiplayer clients sometimes saying “Wait for Next Area” at incorrect times
  • “Wait for Next Area” now reads “Wait for Next District”
  • Big Quest required totals for Doctor and Cop take Quick Game into account
  • Fix for Gangsters not being counted properly in online multiplayer mode if only the client is playing as a gangster
  • Fix for orange arrows appearing for players in online games who were not doing that particular Big Quest
  • Only need to Zombify 30% of a level instead of 40% for Zombie Big Quest
  • Missions screen displays number of people that must be Zombified instead of a percentage
  • People who are Zombified and then die count toward your total
  • Big Quest map markers no longer appear on the minimap, only on the missions screen
  • Big Quest map markers only appear on the map once discovered
  • Big quest map markers appear smaller than before

Performance
  • Fixed an issue that was causing music clips to eat up an ungodly amount of RAM
  • Performance improvements to lighting engine
  • Improved frame rate during load times, meaning that the game won’t try to load as much stuff all at once within a single frame. This could potentially help with issues where some players may crash between levels
  • The game boots up more quickly
  • AI work is distributed more evenly amongst frames to avoid CPU spikes
  • Fixed monstrously inefficient “show NPC names” code from when you hold space bar
  • Other various performance improvements

UI / Controls
  • Fix for Character Select not appearing properly under certain circumstances when using a custom character

Items
  • Fix for rare cases of the Quick Escape Teleporter freezing the game if it couldn’t find an appropriate position for the player to teleport

Disasters
  • Fix for screen remaining black at the start of the new game following the failure of a “Find Bombs” mission
  • Butler Bots spawn a bit earlier during War Zone
  • NPCs who are normally spawned outdoors are no longer spawned during War Zone
  • Ooze expands faster than before

Mutators
  • Fix for mutators not loading properly when loading saved games

Level Generation
  • Potential fix for freeze at 87%
  • Fix for odd pathfinding in one of the Arcade buildings

Artificial Intelligence
  • Cops will not attack the player if the player attacks enemies who pop out of manholes

Text
  • Chinese translations for some of the newer text have been added
  • Fix for “Remove Disaster” unlocks not appearing properly in multiplayer chat
  • Descriptions for Longer Status Effects and Shorter Status Effects are more specific

Multiplayer
  • Fix for clients who quit and rejoin the game losing their level and skill points, and a couple of other stats

Other
  • Unity Analytics disabled

Alpha 51b (May 18)
  • Fix for levels sometimes hanging at 50% loaded
  • Fix for AI sometimes updating at the wrong speed
  • Fix for Item Teleporter menu causing the game to go into slow motion in multiplayer mode
  • Fix for Cannibal’s Big Quest sometimes assigning the player to eat Gorillas, which is not possible because they are not humans, and that would not be very Cannibal-like
  • Fix for NPCs who start in gas-filled buildings not always having Gas Mask
  • A few small performance fixes

Alpha 51c (May 19)
  • Fix for multiplayer lobby sometimes displaying Mutator names incorrectly
  • Fix for Shopkeeper being able to buy the same item from NPCs multiple times when playing as multiplayer client
  • Fix for NPCs taking up a slot in the player’s party after exiting the level through the level entrance
  • Slavemaster can no longer receive Big Quest to enslave a Slave
  • If the Slavemaster escorts an NPC to the level entrance to complete their Big Quest, the NPC will drop their important items (such as keys) before exiting the level
  • Fix for Slave helmet exploding after the player brings a Slave to the entrance, has them ostensibly exit the level, and moves far enough away
  • Fix for Movie Screen sometimes having the wrong sprites
  • Fix for Cop’s Big Quest not being completeable
  • Fix for Comedian Big Quest sometimes only requiring you to entertain 1 person
  • Fix for Zombie Big Quest sometimes only requiring you to zombify 1 person
  • Wrestler can no longer receive Big Quest to fight a Cop during Lockdown, since Cops are always initially hostile in this case
  • If you rescue a Gorilla from a prison and you already have a full party, they will not join your party
  • Fix for Flame Grates at the end of factory conveyor belts not always having fire
  • Fix for Fire only doing 1 damage
  • Larger Chair has been renamed to “Armchair” and larger Table has been renamed “Big Table” to avoid confusion with smaller varieties in Jock’s Big Quest
  • When completing a level, skill points awarded for Big Quests are displayed before other types of points at the top-left of the screen
  • Added some pitch shifting for one of the melee hit sounds (not sure why it was missing…)
  • Small performance fixes
Streets of Rogue - Madguy


Hello budding rogues,

Developer here -- Streets of Rogue is on sale this weekend, and I thought this would be a good opportunity to have a little free-for-all "ask me anything". Want to know something about how a game mechanic works? What I have planned for the future? Why I posted a gif of someone exploding after being arrested? Alright, in that case, it was a bug, and I thought it was pretty amusing.

I'll be checking in periodically from now til Sunday to answer your questions, so ask away!

(Also, remember that the game has an FAQ as well, so you might want to check there before you post a question like "why don't you make an open-world version of the game" ;)
Streets of Rogue - Madguy
In this build, a number of changes have been made to the save system. Notably, you can now have multiple save slots (accessible through the gameplay settings menu), and saved games are finally functional in online multiplayer mode.

Also: The location on your hard disk under which save data is stored will be changing. The first time you start Alpha 50, the game will attempt to copy your files to this new location automatically, so most players won’t notice a difference. In the unlikely event that the game is unable to copy the files due to permissions issues or something, the game will appear as if you are starting for the first time, and play the intro and tutorial. If this happens, DO NOT PANIC, your save data is safe. You’ll just need to copy the files to their new locations manually. See here for details

This week's Fortnight Discussion: What does this game need for 1.0?


Alpha 50
Saved Games
  • Save Slots added, selectable in the gameplay settings menu. You get 5 of them.
  • When the host of a multiplayer game quits, choosing the Resume Game option under “Level” on the multiplayer game-start screens will properly restore the game to its saved state. Previously, Resume Game would start the host on the last level they visited with a brand new character.
  • If a client leaves a multiplayer game and then comes back to that game, they will retain their stats and inventory
  • All saved data is now stored in the Documents/Streets of Rogue folder
  • Saved characters are now stored in the Steam Cloud
  • Saved characters are no longer stored in their own individual directories, but rather all files are now under the Documents/Streets of Rogue/Characters directory
  • Backup files are now stored in their own folder Documents/Streets of Rogue/BackupData
  • BackupData files are no longer stored in the Steam Cloud
  • Saved games for offline, multiplayer-as-host, and multiplayer-as-client are stored in separate files. This means that starting a new multiplayer game will not invalidate your last single player game save
  • Fix for certain random things around the game not working properly directly after save data was deleted

Mutators
  • Added mutators to remove any single Disaster from the game
  • “Continue?” mutator now works in online multiplayer mode

UI / Controls
  • Added yes/no prompt when user chooses to end the tutorial
  • If user chooses to end the tutorial by going to the main menu, a prompt informs the player that the tutorial is accessible in the Home Base
  • Changed the Save Custom Character and Clear Slot yes/no prompts to remind the player that the Load Character button exists and of what it does
  • Fix for game displaying the initial controller select every time the user started the game if they deleted the TechSettings.dat file
  • Fix for Resume Game button sometimes saying Resume Save during gameplay
  • Fix for “Ghost” appearing in the player’s Status Effects display after everyone in coop mode dies (and also staying on the screen in the next level if “Continue?” was activated)
  • Mouse cursor is now locked to the game window when the target is visible, and is unlocked when the player brings up any menu
  • Fix for Armor numbers at the top of the screen sometimes remaining on the screen after the player uses a Continue
  • Fix for Operating Bar sometimes appearing with shadows over it in split-screen mode
  • Fix for not being able to add items to your inventory using the Item Teleporter during the first few seconds of being on that interface
  • Fix for toolbar slots appearing unselectable after Enraged status wears off

Items
  • Fix for items such as Bear Trap and Land Mine not always reacting to multiplayer clients stepping on them

Big Quests
  • Fix for quests not properly recognizing when the player takes the level warp elevator

Mutators
  • Random Level Themes is now known as Random Districts

Artificial Intelligence
  • Fix for instances where NPCs’ brains would cease to function during War Zone disaster
  • Fix for cases where NPCs would sometimes not open doors while in combat
  • Fix for NPCs staying hidden in bushes after being knocked back from Leafblower
  • Fix for NPCs taking weird routes around train/mine cart tracks while following the player
  • Fix for NPCs freezing in place when their building was gassed or lit on fire when Lockdown Walls are up

Performance
  • Improved load times when entering the game from Home Base, when the player dies and restarts the game, and when the player selects a character from the initial character select screen

Multiplayer
  • /kick in online games works differently. If you type in /kick, you will receive a list of players with numbers next to their names. If you type “/kick <number>”, you will kick that player. This fixes the issue of not being able to kick players with weird-ass characters in their name
  • Added the /ban command to multiplayer games, which bans a player for the duration of the game until the host quits to the main menu

Internal
  • Bunch of behind-the-scenes stuff

Alpha 50b
  • Fix for new Remove Disaster mutators’ text not appearing properly at the bottom-right of the screen and on the Main Menu
  • Fix for Change Save Slot having incorrect text
  • Fix for cases where cloned custom classes might appear with weird facial hair
  • Fix for Butler Bots spawning infinitely
  • Fix for cases where the game would freeze during loading if the player disabled certain disasters under a series of special circumstances
  • Fix for soft lock on Twitch “Choose Disaster” menu under the circumstances from the above fix
  • No longer possible to insert markup tags into multiplayer chat to “haxor” other people
  • Some extra Spanish translations

Alpha 50c (May 4)
  • Fix for items sometimes not being properly useable on multiplayer client
  • Fix for random chunks of meat and wreckage not being removed between levels

Alpha 50d
  • Fix for menu buttons sometimes not being clickable (traits selection, etc.)
  • Fix for skill bar showing the incorrect number of points after the player dies and a new game is started

Alpha 50e (May 5)
  • Fix for Daily Run potentially having mutators that it wasn’t supposed to
Apr 19, 2018
Streets of Rogue - Madguy
Finally, the long-gestating character-specific “Big Quests” are finally in the game!... in Beta form! For a full set of details on the current state of Big Quests, check out this week’s Fortnight Discussion, in which I humbly ask for your suggestions on this fledgling aspect of the game.

For the next batch of bi-weekly updates, I’ll be splitting my time between the usual content/bug fixes/etc. and behind-the-scenes stuff like optimization, work on console versions, engine improvements, and other things that I’d frankly rather not be doing if I had the choice :D While this may result in a lower volume of obvious output in these updates, I’ll be making an effort to stick some meaningful additions into to each one.

Alpha 49
Big Quests
  • Set up a whole bunch of infrastructure on which Big Quests will hang
  • Added Big Quests for:
    • Gangster
    • Zombie
    • Cop
    • Doctor
    • Investment Banker
    • Shapeshifter
    • Hacker
    • Werewolf

UI/Controls
  • Fix for mission status not changing in real time if the missions screen is left up in multiplayer mode

Disasters
  • Fixed some code relating to Disasters in Sandbox Mode, though I’m not sure exactly what impact this was having

Artificial Intelligence
  • Fix for NPCs that that were meant to be Neutralized for missions becoming Hostile toward each other too easily
  • Cop Bots come after the player when they are being hacked
  • Fix for NPCs sometimes not patrolling properly in multiplayer mode

Text
  • Altered ShapeShifter back story a bit

Multiplayer
  • Fix for Game Over screen sometimes appearing if the player teleported twice in rapid succession toward the start of a level

Other
  • Bunch of boring behind-the-scenes stuff that you won't notice or care about

Alpha 49b
  • Fix for Investment Banker and Hacker’s missions screen sometimes erroneously stating that the Big Quest had been failed for the district and run.
  • Fix for game hanging at the end of levels when a saved game from a previous build is loaded
  • Fix for game hanging when attempting to quit when a saved game from a previous build is loaded
  • Updated Unity engine from 2017.2.1f1 to 2017.2.1p4

Alpha 49c (April 21)
  • Fix for Cop Bots not being Aligned with other Cop Bots
  • Fix for Hacker installing malware not working properly for multiplayer client
  • If Shapeshifter murders everyone on the floor, their Big Quest status for the floor will be marked as failed
  • Better determination of which NPCs Shapeshifter should possess/kill on Big Quests
  • Fix for Hacker not receiving extra XP at the end of levels for Big Quest completion
  • NPCs no longer become Guilty for attacking War Zone Cannibals
  • More Butler Bots are deployed if things get really out of hand during War Zone (there can be 4 instead of 2)
  • Improvements to when the game determines it needs to deploy a Butler Bot
  • Memory leak fix in War Zone when bodies were gibbed frequently instead of cleaned up by Butler Bot
  • “Create A Mutator (Coming Soon)” entry no longer appears on the Mutators list (it may still get added, but mod support won’t be happening until post-1.0)
  • Custom character with Zombiism can now talk to other characters. However, custom characters with Fair Game cannot, unless they are Friendly/Loyal/Aligned

Alpha 49d (April 22)
  • Fix for initial menu text not loading in the correct language when the game is loaded
  • Fix for Hacker losing Big Quest if the floor was generated with no computers
  • For Zombie Big Quest, game is better at determining the percentage of the level that was zombified (leaves out ghosts and other NPCs that are impossible to turn)
  • Fix for Shapeshifter sometimes being told to possess certain NPCs for Big Quest that could not be possessed
Streets of Rogue - Madguy
My main focus for this update was on whittling down my extremely lengthy list of bug reports. I’m happy to say that I made a dent in it, though there are plenty more where these came from.

For the next update, I’ll FINALLY be starting work on Big Quests. That’ll be my main focus, though I might end up dividing my time between between that and some behind-the-scenes technical stuff.

This week’s Fortnight Discussion is dedicated to online multiplayer. What new features would you like to see added to this mode?

Alpha 48
Graphics
  • Added proper Wreckage sprites for a number of objects and walls
  • Fix for incorrect Wreckage sprites sometimes appearing when destroying unique wall types like Hedges and Glass
  • Fix for electrocution animation continuing when the game is paused
  • Fix for some instances where people could be running while facing the wrong direction
  • Fix for floor sometimes appearing green after exiting a level with the Radiation disaster

Environment
  • Fixed an instance where a Panic Room was counted as outdoors, which was no good during the Radiation Blasts disaster

UI / Controls
  • Fix for Status Effects not displaying on the interface if the player stood in a Lake while the counter ran down, and received the Status Effect a second time
  • Fix for question marks and other state indicators appearing above NPCs’ heads after they are Frozen
  • Health bars appear over NPCs’ heads if you mouse over them and their health is less than max
  • Fix for gamepad icons on Character Select not appearing for the first frame or two when the interface pops up
  • Fix for Clone Machine showing the wrong money costs for Thrown items
  • Fix for Missions Screen getting stuck if the player opened it on a specific frame following completion of a mission
  • Potential fix for question mark appearing permanently above someone’s head
  • Trait description at right of trait menu cannot be changed once an end-level trait is chosen
  • Hacking is not canceled if the player is scrolled off-camera
  • Item Teleporter interface now causes gameplay to slow down in single-player mode
  • Added larger mouse collision boxes to some of the larger objects
  • Fix for Armor display sometimes remaining on-screen when it should not after player chooses to Continue when dying
  • NPC Info (from when you hold space bar) disappears when the person becomes invisible
  • Fix for Twitch Reward Vote appearing after the game had ended

Playfield Objects
  • Thrown items like Grenades and Shurikens are sold in more appropriate amounts in Loadout-O-Matics
  • Fix for cases where Wall Fires would remain if the Wall was destroyed through some other means
  • When refilling guns at the Ammo Dispenser, the cost must always be at least $1
  • Lockdown Walls no longer go up during Riots
  • Flamethrower no longer damages Fire Hydrant
  • Bushes cannot be picked up by Wrestler
  • Fix for certain instances where the player could be teleported on top of Lasers
  • Flame Grates spawn slightly further from the player’s starting position
  • Potential fix for instances where player could tap on windows from indoors
  • If Supercop that player received from Alarm Button is killed, Alarm Button can be used again
  • Potential fix for Crushers, Fire Spewers and other objects not being destroyed when the wall they are attached to is destroyed

Items
  • Fix for items like Syringes and Guns not retaining additional properties after being stolen by Thief
  • Fix for “glitch item” remaining in Wrestler’s hand if he picked up an object, then died after taking Resurrection Shampoo
  • Oil Container is now affected by the Infinite Ammo mutator
  • Cigarette Lighter is no longer confiscated by Cop Bots
  • Potential fix for players being teleported onto Bear Traps
  • Created fail-safe for rare cases of items becoming stuck in walls
  • Bear Trap no longer causes NPCs to become Hostile toward the player when they get near it -- rather, they must actually step in it
  • NPCs are not as good at avoiding Bear Traps thrown by player
  • Fix for Paralyzer Trap not making NPCs Hostile
  • Identify Wand can now be used to identify Cocktails
  • When a Thief steals items for someone, items will be stolen first before money
  • Kill Profiter, Kill Ammunizer, etc. do not trigger when the player hits and kills someone who has already been knocked out, arrested etc.
  • Oil Container no longer disappears from the player’s inventory when it runs out of fuel
  • Fix for Oil Container sound effect not playing on multiplayer client
  • Fix for Oil Container’s out-of-ammo status text not appearing on multiplayer client
  • Fix for issue where Wrestler would sometimes equip a weapon that had been destroyed in a
  • Food Processor or Sell-O-Matic after picking up an tossing an environmental object
  • Cardboard Box can now be used to walk around town free of harrassment from Hostile people, provided they are not aware that you are under the box
  • Ammo Stealer no longer refills Water Pistol and Oil Container
  • Fix for weapon remaining in player’s hand if player Possessed someone who had a weapon equipped, and then immediately dropped that weapon
  • Changed Slave Helmet Remover description to explain how the item can be used
  • Fix for Workers in buildings with constantly spewing Gas Vents sometimes not starting with Gas Masks equipped
  • Ammo Stealer can no longer be used on other players
  • Fix for Ghost Gibber and other weapons pausing very briefly in the middle of rapid fire
  • Fix for Ghost Gibber particles not appearing for other players during online games
  • Fix for Leafblower not working very well in tight alleys and confined spaces


Status Effects / Traits / Special Abilities
  • Poison no longer interrupts Dizzy and other similar status effects
  • Supercops who are Possessed by Shapeshifter now have the ability to Arrest people
  • Durabilitacious no longer appears in games where the Infinite Melee Durability mutator is active
  • Fix for Clumsiness Accepted not working when Doors are broken
  • Ghosts that spawn do not become angry when player has Clumsiness Accepted
  • Fix for Tranquilize numbers above people’s heads going below zero into the negatives if they were Invincible when the counter hit 0
  • Clumsiness Accepted no longer covers Hacking, messing with Air Conditioners, etc.
  • Dizzy no longer removes Withdrawal
  • Fix for multiplayer client not receiving Upper-Crusty trait after purchasing
  • Fix for mission-related NPCs who were meant to be neutral towards the player having an Ideological Clash
  • Players who have the Camouflage special ability and Backstab will do camouflage-level backstab damage when they gain Invisible status effect
  • Fix for player not losing health when they revive another player while they have Invincible
  • Fix for Fires altering the direction of Jock’s Charge ability
  • Fix for Conveyor Belt stopping Jock’s Charge ability
  • Player can no longer use Bite on Zombies
  • Fix for Explosions not always gibbing NPCs on death when they are Aligned or Loyal to the player
  • Fix for Resurrection sometimes restoring the player to 0 health during Shifting Status Effects disaster
  • Fix for clients not being able to start multiplayer games if their custom characters have more than 50 traits
  • Bloody Mess trait does not appear in-game when Blood is turned off in Settings
  • Fix for clones of Custom characters not always having the correct traits during multiplayer games
  • Ghosts can no longer step on Shrunk people
  • Ghosts can never get Resurrection Status Effect (not sure how it’s possible for ghosts to get ANY status effect, but people reported it happening and causing problems)

Sound
  • Teleport sound effect no longer pauses when “Mission Complete” appears, because it felt weird when the sound effect continued playing after the notification disappeared

Stats / Unlocks
  • Fix for “Angered” stat not including NPCs who were initially hostile toward the player (such as Cannibals) who spot the player during gameplay

Missions
  • No longer possible to receive missions that involve rescuing Zombie
  • Fix for Neutralize All missions sometimes being completed early if the player turned one of the targets into a Zombie and then killed that Zombie
  • Fix for issue where “Rescue” quests given by questgivers could be completed while the victim was still in prison if the questgiver was close enough to the prison
  • Optional missions are failed if the questgiver is Annoyed or Hostile toward all players in the game, rather than just a single player
  • Rescue and Free Slave missions are failed if the prisoner is Hostile toward all players in the game, rather than just a single player
  • Fix for not all objects appearing on multiplayer client’s map for “Destroy All” missions

Disasters
  • Fix for Shifting Status Effects disaster ending prematurely
  • Fix for cases where Find Bombs disaster had no bombs to find

Mutators
  • Fix for “Continue” sometimes allowing people to continue Continue when they should not be able to

Level Generation
  • Potential fix for levels loading past 100% and then failing to load
  • Added some failsafes for cases of levels not loading
  • Fix for instance in one of the Hideouts where two objects could spawn in the same spot
  • Fix for objects sometimes spawning on top of Frozen Lakes
  • No longer possible to get past the holes at the edge of the map if you are moving fast enough
  • Fix for certain doors not appearing Locked from the correct direction during Lockdown
  • Vendor Carts are much less likely to spawn in Bushes
  • Vendor Carts will not spawn too close to Water

Artificial Intelligence
  • Arena Wrestlers will not be affected by an Ideological Clash
  • Arena Wrestlers cannot be Bounty Hunters
  • Fix for NPCs with the Bite ability getting Annoyed when they see someone else bite someone
  • When an NPC steps in a Land Mine placed by the player, they will not become Hostile unless the player is within view at the time. The same goes for Bear Traps and Paralyzer Traps
  • Bounty Hunters who attack the player are considered Guilty
  • Supercops address the player properly as a “fellow peacekeeper” if the player has The Law
  • Fix for Cop Bot refusing to talk to the player if they were Annoyed with them while asking them for something
  • Fix for NPCs sometimes declaring when they are Annoyed with the player while hidden
  • Mobsters who mug the player are classified as Guilty
  • Fix for NPCs not being removed from the player’s party properly when the player tells them to leave town
  • Cops no longer become Annoyed or Hostile toward the player if they see the player Biting or Cannibalizing while they have Above the Law
  • Zombies can no longer talk to people who are scared/hostile while the person’s back is turned
  • Player can no longer talk to people who are Annoyed while their back is turned
  • When you attempt to talk to people who are Annoyed and they tell you to go away, the Annoyed sound effect will play
  • Fix for Slaves not being properly removed from player’s party if they die from their helmet blowing up due to being out of range of player
  • Gorillas who reside in the Park will not follow the player between levels
  • Fix for non-owners in a building becoming Friendly toward the player when the player purchases a Key or Safe Combination from a Clerk
  • Fix for Slavemaster players being able to free Slaves walking around the level that are not their own
  • Fix for NPCs becoming Friendly toward the player when they are already Aligned or Loyal after the player obtains a Key, Safe Combination, or Quest Item from them
  • Slavemasters will prioritize selling a slave that must be Neutralized for a mission
  • Fix for Supercops called by the player through Alarm Buttons sometimes returning to their
  • Police Box before attacking someone that the player had requested they attack
  • Fix for Scientist saying the wrong dialogue when an item is purchased from him
  • Player can no longer ask Zombified people to leave town if there was once a mission to neutralize that person
  • Fix for Slaves leaving the player’s party if the player asks them to leave town, and they refuse due to having a helmet on
  • Fix for NPCs sometimes not becoming Hostile when the player when the player threatens them
  • If NPCs are neutralized from Poison or Tranquilizing over time via the player, or similar status effects, other NPCs will not assume that the player was responsible
  • If the player is invisible while killing someone, NPCs who see the body will not assume the player was responsible
  • Fix for Cops all over the level being notified when the player caused a huge explosion
  • NPCs will not detect the player if they do things that bring up the “operating bar” interface while under a Cardboard Box
  • Cannibals no longer pop out of Bushes and Manholes when the nearby player is Aligned
  • Werewolf (when transformed) hates Vampire, and vice versa
  • Bounty Hunters no longer ignore the player if they are Friendly or Loyal
  • If the player attacks an Aligned NPC who is meant to be Neutralized for a mission, the NPC will become Hostile more quickly than they would normally
  • Fix for NPCs not leaving their “Hidden” state if the Bush they were hiding in was destroyed (possibly by fire) while the player was not in close proximity
  • Fix for Cops and Slavemasters becoming Hostile toward each other if the player hacks a Slave Helmet and blows it up
  • If the player has a mission to neutralize a Slave, his Slavemasters will be classed as Guilty
  • Slaves will fight on the player’s behalf without the player explicitly telling them to do so
  • Slaves become Loyal instead of Friendly when the player removes their Slave Helmet
  • Butler Bot is capable of knocking down doors, much like Killer Robot
  • If Butler Bot gets stuck somehow and spends too long standing in the same spot, another Butler Bot will be spawned as a fail-safe
  • Fix for Cannibals attacking burning Bushes

Text
  • Spelling corrections in various languages
  • “End Game” changed to “End Run” to avoid confusion

Multiplayer
  • Fix for instances where client joining at the exact time the host was switching levels could cause the host player to spawn at the bottom left corner of the map

Other
  • Updated G2U plugin to version 2.1.13
  • Updated Rewired plugin to version 1.1.12.1

Alpha 48b (April 6)
  • Fix for local coop players 2, 3 and 4 not being able to open minimap
  • Fix for top-of-screen icons of players 2, 3 and 4 sometimes appearing as white boxes
  • Fix for occasional errors loading new levels

Alpha 48c (April 8)
  • Fix for not being able to see Trait descriptions at the end of the level if the player leveled up twice during that level and is selecting their second Trait
  • Fix for Industrial hideouts always spewing Gas from vents
  • Fixed a bunch of Spanish translations
  • Fix for Ice Rink sometimes appearing with incorrect texture

Alpha 48d
  • Fix for weird crap occurring when saved games were loaded
Streets of Rogue - Madguy
My main focus for this update was on whittling down my extremely lengthy list of bug reports. I’m happy to say that I made a dent in it, though there are plenty more where these came from.

For the next update, I’ll FINALLY be starting work on Big Quests. That’ll be my main focus, though I might end up dividing my time between between that and some behind-the-scenes technical stuff.

This week’s Fortnight Discussion is dedicated to online multiplayer. What new features would you like to see added to this mode?

Alpha 48
Graphics
  • Added proper Wreckage sprites for a number of objects and walls
  • Fix for incorrect Wreckage sprites sometimes appearing when destroying unique wall types like Hedges and Glass
  • Fix for electrocution animation continuing when the game is paused
  • Fix for some instances where people could be running while facing the wrong direction
  • Fix for floor sometimes appearing green after exiting a level with the Radiation disaster

Environment
  • Fixed an instance where a Panic Room was counted as outdoors, which was no good during the Radiation Blasts disaster

UI / Controls
  • Fix for Status Effects not displaying on the interface if the player stood in a Lake while the counter ran down, and received the Status Effect a second time
  • Fix for question marks and other state indicators appearing above NPCs’ heads after they are Frozen
  • Health bars appear over NPCs’ heads if you mouse over them and their health is less than max
  • Fix for gamepad icons on Character Select not appearing for the first frame or two when the interface pops up
  • Fix for Clone Machine showing the wrong money costs for Thrown items
  • Fix for Missions Screen getting stuck if the player opened it on a specific frame following completion of a mission
  • Potential fix for question mark appearing permanently above someone’s head
  • Trait description at right of trait menu cannot be changed once an end-level trait is chosen
  • Hacking is not canceled if the player is scrolled off-camera
  • Item Teleporter interface now causes gameplay to slow down in single-player mode
  • Added larger mouse collision boxes to some of the larger objects
  • Fix for Armor display sometimes remaining on-screen when it should not after player chooses to Continue when dying
  • NPC Info (from when you hold space bar) disappears when the person becomes invisible
  • Fix for Twitch Reward Vote appearing after the game had ended

Playfield Objects
  • Thrown items like Grenades and Shurikens are sold in more appropriate amounts in Loadout-O-Matics
  • Fix for cases where Wall Fires would remain if the Wall was destroyed through some other means
  • When refilling guns at the Ammo Dispenser, the cost must always be at least $1
  • Lockdown Walls no longer go up during Riots
  • Flamethrower no longer damages Fire Hydrant
  • Bushes cannot be picked up by Wrestler
  • Fix for certain instances where the player could be teleported on top of Lasers
  • Flame Grates spawn slightly further from the player’s starting position
  • Potential fix for instances where player could tap on windows from indoors
  • If Supercop that player received from Alarm Button is killed, Alarm Button can be used again
  • Potential fix for Crushers, Fire Spewers and other objects not being destroyed when the wall they are attached to is destroyed

Items
  • Fix for items like Syringes and Guns not retaining additional properties after being stolen by Thief
  • Fix for “glitch item” remaining in Wrestler’s hand if he picked up an object, then died after taking Resurrection Shampoo
  • Oil Container is now affected by the Infinite Ammo mutator
  • Cigarette Lighter is no longer confiscated by Cop Bots
  • Potential fix for players being teleported onto Bear Traps
  • Created fail-safe for rare cases of items becoming stuck in walls
  • Bear Trap no longer causes NPCs to become Hostile toward the player when they get near it -- rather, they must actually step in it
  • NPCs are not as good at avoiding Bear Traps thrown by player
  • Fix for Paralyzer Trap not making NPCs Hostile
  • Identify Wand can now be used to identify Cocktails
  • When a Thief steals items for someone, items will be stolen first before money
  • Kill Profiter, Kill Ammunizer, etc. do not trigger when the player hits and kills someone who has already been knocked out, arrested etc.
  • Oil Container no longer disappears from the player’s inventory when it runs out of fuel
  • Fix for Oil Container sound effect not playing on multiplayer client
  • Fix for Oil Container’s out-of-ammo status text not appearing on multiplayer client
  • Fix for issue where Wrestler would sometimes equip a weapon that had been destroyed in a
  • Food Processor or Sell-O-Matic after picking up an tossing an environmental object
  • Cardboard Box can now be used to walk around town free of harrassment from Hostile people, provided they are not aware that you are under the box
  • Ammo Stealer no longer refills Water Pistol and Oil Container
  • Fix for weapon remaining in player’s hand if player Possessed someone who had a weapon equipped, and then immediately dropped that weapon
  • Changed Slave Helmet Remover description to explain how the item can be used
  • Fix for Workers in buildings with constantly spewing Gas Vents sometimes not starting with Gas Masks equipped
  • Ammo Stealer can no longer be used on other players
  • Fix for Ghost Gibber and other weapons pausing very briefly in the middle of rapid fire
  • Fix for Ghost Gibber particles not appearing for other players during online games
  • Fix for Leafblower not working very well in tight alleys and confined spaces


Status Effects / Traits / Special Abilities
  • Poison no longer interrupts Dizzy and other similar status effects
  • Supercops who are Possessed by Shapeshifter now have the ability to Arrest people
  • Durabilitacious no longer appears in games where the Infinite Melee Durability mutator is active
  • Fix for Clumsiness Accepted not working when Doors are broken
  • Ghosts that spawn do not become angry when player has Clumsiness Accepted
  • Fix for Tranquilize numbers above people’s heads going below zero into the negatives if they were Invincible when the counter hit 0
  • Clumsiness Accepted no longer covers Hacking, messing with Air Conditioners, etc.
  • Dizzy no longer removes Withdrawal
  • Fix for multiplayer client not receiving Upper-Crusty trait after purchasing
  • Fix for mission-related NPCs who were meant to be neutral towards the player having an Ideological Clash
  • Players who have the Camouflage special ability and Backstab will do camouflage-level backstab damage when they gain Invisible status effect
  • Fix for player not losing health when they revive another player while they have Invincible
  • Fix for Fires altering the direction of Jock’s Charge ability
  • Fix for Conveyor Belt stopping Jock’s Charge ability
  • Player can no longer use Bite on Zombies
  • Fix for Explosions not always gibbing NPCs on death when they are Aligned or Loyal to the player
  • Fix for Resurrection sometimes restoring the player to 0 health during Shifting Status Effects disaster
  • Fix for clients not being able to start multiplayer games if their custom characters have more than 50 traits
  • Bloody Mess trait does not appear in-game when Blood is turned off in Settings
  • Fix for clones of Custom characters not always having the correct traits during multiplayer games
  • Ghosts can no longer step on Shrunk people
  • Ghosts can never get Resurrection Status Effect (not sure how it’s possible for ghosts to get ANY status effect, but people reported it happening and causing problems)

Sound
  • Teleport sound effect no longer pauses when “Mission Complete” appears, because it felt weird when the sound effect continued playing after the notification disappeared

Stats / Unlocks
  • Fix for “Angered” stat not including NPCs who were initially hostile toward the player (such as Cannibals) who spot the player during gameplay

Missions
  • No longer possible to receive missions that involve rescuing Zombie
  • Fix for Neutralize All missions sometimes being completed early if the player turned one of the targets into a Zombie and then killed that Zombie
  • Fix for issue where “Rescue” quests given by questgivers could be completed while the victim was still in prison if the questgiver was close enough to the prison
  • Optional missions are failed if the questgiver is Annoyed or Hostile toward all players in the game, rather than just a single player
  • Rescue and Free Slave missions are failed if the prisoner is Hostile toward all players in the game, rather than just a single player
  • Fix for not all objects appearing on multiplayer client’s map for “Destroy All” missions

Disasters
  • Fix for Shifting Status Effects disaster ending prematurely
  • Fix for cases where Find Bombs disaster had no bombs to find

Mutators
  • Fix for “Continue” sometimes allowing people to continue Continue when they should not be able to

Level Generation
  • Potential fix for levels loading past 100% and then failing to load
  • Added some failsafes for cases of levels not loading
  • Fix for instance in one of the Hideouts where two objects could spawn in the same spot
  • Fix for objects sometimes spawning on top of Frozen Lakes
  • No longer possible to get past the holes at the edge of the map if you are moving fast enough
  • Fix for certain doors not appearing Locked from the correct direction during Lockdown
  • Vendor Carts are much less likely to spawn in Bushes
  • Vendor Carts will not spawn too close to Water

Artificial Intelligence
  • Arena Wrestlers will not be affected by an Ideological Clash
  • Arena Wrestlers cannot be Bounty Hunters
  • Fix for NPCs with the Bite ability getting Annoyed when they see someone else bite someone
  • When an NPC steps in a Land Mine placed by the player, they will not become Hostile unless the player is within view at the time. The same goes for Bear Traps and Paralyzer Traps
  • Bounty Hunters who attack the player are considered Guilty
  • Supercops address the player properly as a “fellow peacekeeper” if the player has The Law
  • Fix for Cop Bot refusing to talk to the player if they were Annoyed with them while asking them for something
  • Fix for NPCs sometimes declaring when they are Annoyed with the player while hidden
  • Mobsters who mug the player are classified as Guilty
  • Fix for NPCs not being removed from the player’s party properly when the player tells them to leave town
  • Cops no longer become Annoyed or Hostile toward the player if they see the player Biting or Cannibalizing while they have Above the Law
  • Zombies can no longer talk to people who are scared/hostile while the person’s back is turned
  • Player can no longer talk to people who are Annoyed while their back is turned
  • When you attempt to talk to people who are Annoyed and they tell you to go away, the Annoyed sound effect will play
  • Fix for Slaves not being properly removed from player’s party if they die from their helmet blowing up due to being out of range of player
  • Gorillas who reside in the Park will not follow the player between levels
  • Fix for non-owners in a building becoming Friendly toward the player when the player purchases a Key or Safe Combination from a Clerk
  • Fix for Slavemaster players being able to free Slaves walking around the level that are not their own
  • Fix for NPCs becoming Friendly toward the player when they are already Aligned or Loyal after the player obtains a Key, Safe Combination, or Quest Item from them
  • Slavemasters will prioritize selling a slave that must be Neutralized for a mission
  • Fix for Supercops called by the player through Alarm Buttons sometimes returning to their
  • Police Box before attacking someone that the player had requested they attack
  • Fix for Scientist saying the wrong dialogue when an item is purchased from him
  • Player can no longer ask Zombified people to leave town if there was once a mission to neutralize that person
  • Fix for Slaves leaving the player’s party if the player asks them to leave town, and they refuse due to having a helmet on
  • Fix for NPCs sometimes not becoming Hostile when the player when the player threatens them
  • If NPCs are neutralized from Poison or Tranquilizing over time via the player, or similar status effects, other NPCs will not assume that the player was responsible
  • If the player is invisible while killing someone, NPCs who see the body will not assume the player was responsible
  • Fix for Cops all over the level being notified when the player caused a huge explosion
  • NPCs will not detect the player if they do things that bring up the “operating bar” interface while under a Cardboard Box
  • Cannibals no longer pop out of Bushes and Manholes when the nearby player is Aligned
  • Werewolf (when transformed) hates Vampire, and vice versa
  • Bounty Hunters no longer ignore the player if they are Friendly or Loyal
  • If the player attacks an Aligned NPC who is meant to be Neutralized for a mission, the NPC will become Hostile more quickly than they would normally
  • Fix for NPCs not leaving their “Hidden” state if the Bush they were hiding in was destroyed (possibly by fire) while the player was not in close proximity
  • Fix for Cops and Slavemasters becoming Hostile toward each other if the player hacks a Slave Helmet and blows it up
  • If the player has a mission to neutralize a Slave, his Slavemasters will be classed as Guilty
  • Slaves will fight on the player’s behalf without the player explicitly telling them to do so
  • Slaves become Loyal instead of Friendly when the player removes their Slave Helmet
  • Butler Bot is capable of knocking down doors, much like Killer Robot
  • If Butler Bot gets stuck somehow and spends too long standing in the same spot, another Butler Bot will be spawned as a fail-safe
  • Fix for Cannibals attacking burning Bushes

Text
  • Spelling corrections in various languages
  • “End Game” changed to “End Run” to avoid confusion

Multiplayer
  • Fix for instances where client joining at the exact time the host was switching levels could cause the host player to spawn at the bottom left corner of the map

Other
  • Updated G2U plugin to version 2.1.13
  • Updated Rewired plugin to version 1.1.12.1

Alpha 48b (April 6)
  • Fix for local coop players 2, 3 and 4 not being able to open minimap
  • Fix for top-of-screen icons of players 2, 3 and 4 sometimes appearing as white boxes
  • Fix for occasional errors loading new levels

Alpha 48c (April 8)
  • Fix for not being able to see Trait descriptions at the end of the level if the player leveled up twice during that level and is selecting their second Trait
  • Fix for Industrial hideouts always spewing Gas from vents
  • Fixed a bunch of Spanish translations
  • Fix for Ice Rink sometimes appearing with incorrect texture

Alpha 48d
  • Fix for weird crap occurring when saved games were loaded
Streets of Rogue - Madguy


As promised, I did a bunch of work on new Disasters this week, nearly doubling the current Disaster count! Check the changelog for the full list, and let me know what you think of them -- too easy, too hard, too dull, whatever.

There are still more disasters to come in the future, but for next update, I’ll probably be doing a big bugfix pass, because the list of bugs that y’all have reported is getting dangerously close to toppling over at this point.

For this week’s Fortnight Discussion, I’m looking for some input on new temporary status effects you’d like to see in the game...

Alpha 47
Disasters
  • Ooze - Dangerous Ooze is spreading through the level...
  • War Zone - There’s a war going on between Cannibals and Soldiers, who spawn infinitely while you complete your missions.
  • Bounty - There’s a bounty on your head, and random people with concealed weapons will attack you when you get close
  • Lockdown - All doors are locked, and no one will let you in. Also, the Cops are Hostile.
  • Shifting Status Effects - Everyone in the level receives a new, randomized status effect every 10 seconds

Non-Playable Characters
  • Butler Bot - Appears during the War Zone disaster to clean up bodies and items and save your frame rate. To be honest, your frame rate might still get killed. I’ll be doing more performance work soonish.

Graphics
  • Screen no longer shakes when an NPC kills another NPC
  • Fix for NPC lighting not adjusting properly after the NPC had died
  • Fix for “falling down hole” animation becoming frozen on rare occasion
  • Fix for light and shadow remaining when people fall down holes on multiplayer client

UI / Controls
  • Exclamation marks and sound effects no longer appear for rioters

Playfield Objects
  • Mysterious Elevator in Home Base now has a sign over it to indicate its function and avoid confusion

Status Effects / Traits / Special Abilities
  • “Increase All Stats” effect from Cocktails lasts 60 seconds (as intended) instead of forever
  • Being hidden in Bushes no longer protects the player from Radiation Blasts
  • Fix for Dizzy not going away when the person is hit and loses health

Level Generation
  • Fix for Bathhouse bathroom door triggering NPCs to become Hostile
  • Fix for bathroom in one of the Movie Theaters counting as “outdoors”

Artificial Intelligence
  • Added “Retreat Indoors” AI behavior, and other stuff for Ooze disaster
  • Fix for NPCs not properly determining their objects of interest during disasters that made them want to stay indoors
  • Fix for owner NPCs sometimes wandering into buildings that were not theirs
  • Supercops are now Friendly toward custom classes with The Law
  • Fix for Cop Bots and Supercops becoming Hostile toward players who arrested Guilty people
  • Fix for Upper-Crusters not becoming hostile toward the player immediately when the player attacks them as a Cop
  • Fix in Supercop’s Investigate behavior (after spawning through a Police Box) - After reaching their investigation location, they investigate the surrounding area, rather than returning to investigate the area near the Police Box
  • Cannibals are now Aligned with all other Cannibals
  • Fixed issue with gang pathfinding where gangs could occasionally become stuck
  • When Hacker makes Television explode, NPCs will not become Hostile
  • When NPCs are injured by Fires set by the player, they will only become Hostile if the player is within their line of vision at the time

Text
  • Fixed Fan Translation issue that could prevent levels from being loaded
  • Added font with Polish characters for Fan Translations, see “How to make translations.txt” file for how to implement this

Alpha 47b (March 23)
  • Ooze appears on Minimap
  • Fix for NPCs taking extra damage from Ooze in multiplayer mode and becoming Hostile toward players as a result of the damage
  • When NPCs retreat from Ooze, they will retreat to their own building if possible
  • Player cannot receive Rescue missions on Ooze levels
  • Fix for players with Art of the Deal being able to purchase the Butler Bot’s Duster
  • Fix for rare cares where Safe Combination would not spawn
  • Fix for Ooze appearing underneath Flame Grates
  • Fix for Ooze tiling not appearing correct after objects are burned
  • Fix for cases where Saw Blade could go through walls
  • Fix for Radiation Blasts and Lockdown disasters appearing in Park levels
  • Added some Spanish language translations

Alpha 47c (March 24)
  • Fix for Cops not becoming Hostile when they see people fighting other people
  • A bunch of other fixes that I'll detail in the Alpha 48 patch notes

Alpha 47d (March 25)
  • Reverted change made to items in the previous build that caused them to sometimes teleport inappropriately.
Streets of Rogue - Madguy


As promised, I did a bunch of work on new Disasters this week, nearly doubling the current Disaster count! Check the changelog for the full list, and let me know what you think of them -- too easy, too hard, too dull, whatever.

There are still more disasters to come in the future, but for next update, I’ll probably be doing a big bugfix pass, because the list of bugs that y’all have reported is getting dangerously close to toppling over at this point.

For this week’s Fortnight Discussion, I’m looking for some input on new temporary status effects you’d like to see in the game...

Alpha 47
Disasters
  • Ooze - Dangerous Ooze is spreading through the level...
  • War Zone - There’s a war going on between Cannibals and Soldiers, who spawn infinitely while you complete your missions.
  • Bounty - There’s a bounty on your head, and random people with concealed weapons will attack you when you get close
  • Lockdown - All doors are locked, and no one will let you in. Also, the Cops are Hostile.
  • Shifting Status Effects - Everyone in the level receives a new, randomized status effect every 10 seconds

Non-Playable Characters
  • Butler Bot - Appears during the War Zone disaster to clean up bodies and items and save your frame rate. To be honest, your frame rate might still get killed. I’ll be doing more performance work soonish.

Graphics
  • Screen no longer shakes when an NPC kills another NPC
  • Fix for NPC lighting not adjusting properly after the NPC had died
  • Fix for “falling down hole” animation becoming frozen on rare occasion
  • Fix for light and shadow remaining when people fall down holes on multiplayer client

UI / Controls
  • Exclamation marks and sound effects no longer appear for rioters

Playfield Objects
  • Mysterious Elevator in Home Base now has a sign over it to indicate its function and avoid confusion

Status Effects / Traits / Special Abilities
  • “Increase All Stats” effect from Cocktails lasts 60 seconds (as intended) instead of forever
  • Being hidden in Bushes no longer protects the player from Radiation Blasts
  • Fix for Dizzy not going away when the person is hit and loses health

Level Generation
  • Fix for Bathhouse bathroom door triggering NPCs to become Hostile
  • Fix for bathroom in one of the Movie Theaters counting as “outdoors”

Artificial Intelligence
  • Added “Retreat Indoors” AI behavior, and other stuff for Ooze disaster
  • Fix for NPCs not properly determining their objects of interest during disasters that made them want to stay indoors
  • Fix for owner NPCs sometimes wandering into buildings that were not theirs
  • Supercops are now Friendly toward custom classes with The Law
  • Fix for Cop Bots and Supercops becoming Hostile toward players who arrested Guilty people
  • Fix for Upper-Crusters not becoming hostile toward the player immediately when the player attacks them as a Cop
  • Fix in Supercop’s Investigate behavior (after spawning through a Police Box) - After reaching their investigation location, they investigate the surrounding area, rather than returning to investigate the area near the Police Box
  • Cannibals are now Aligned with all other Cannibals
  • Fixed issue with gang pathfinding where gangs could occasionally become stuck
  • When Hacker makes Television explode, NPCs will not become Hostile
  • When NPCs are injured by Fires set by the player, they will only become Hostile if the player is within their line of vision at the time

Text
  • Fixed Fan Translation issue that could prevent levels from being loaded
  • Added font with Polish characters for Fan Translations, see “How to make translations.txt” file for how to implement this

Alpha 47b (March 23)
  • Ooze appears on Minimap
  • Fix for NPCs taking extra damage from Ooze in multiplayer mode and becoming Hostile toward players as a result of the damage
  • When NPCs retreat from Ooze, they will retreat to their own building if possible
  • Player cannot receive Rescue missions on Ooze levels
  • Fix for players with Art of the Deal being able to purchase the Butler Bot’s Duster
  • Fix for rare cares where Safe Combination would not spawn
  • Fix for Ooze appearing underneath Flame Grates
  • Fix for Ooze tiling not appearing correct after objects are burned
  • Fix for cases where Saw Blade could go through walls
  • Fix for Radiation Blasts and Lockdown disasters appearing in Park levels
  • Added some Spanish language translations

Alpha 47c (March 24)
  • Fix for Cops not becoming Hostile when they see people fighting other people
  • A bunch of other fixes that I'll detail in the Alpha 48 patch notes

Alpha 47d (March 25)
  • Reverted change made to items in the previous build that caused them to sometimes teleport inappropriately.
...