Streets of Rogue is launching into 1.0 (and on Xbox One, PS4 and Switch) on July 12th. You can find all the details in this post.
When this happens, the game’s base price will go up from $14.99 to $19.99 MSRP. So, just a heads up for anyone who’s thinking of grabbing the game: the Summer Sale might be your best shot at the best price in the coming months.
The current discount lasts until July 9th, so don’t miss out!
Hi everyone! This is an exciting announcement on behalf of madguy90, the developer of Streets of Rogue!
After nearly two and a half years in Early Access and over five years in development, Streets of Rogue 1.0 is finally being released on July 12th! Release platforms include PC, Mac, Linux, Playstation 4, Xbox One, and Nintendo Switch!
A massive thanks to everyone who has helped support the game in Early Access! Streets of Rogue is a staggeringly complex game, and it would have been completely impossible to wrangle this thing together without your consistent feedback. Seriously, this game is about 1000x better than it would have been if it were made in a vacuum - a true testament to the power of involving the community in development.
The release version of the game will include a bunch of new achievements and mutators, and the game will continue to receive updates after release. So stay tuned, because there’s plenty more to come!
We’re really down to the wire for the 1.0 and console release! How down to the wire? Well, let me put it this way: This is likely the second-to-last major beta update that the game will have. Expect a release date announcement very soon!... For real this time!
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
Fix for cases where gib animations would not appear when other players are gibbed in online multiplayer
Fix for shadow positioning on a number of items
Fixed medium lighting on certain buildings
Fix for issue where black spots could appear on the camera in split-screen mode on medium lighting if the player starts the game near a door
Fix for NPCs appearing to have frozen effect or flashing effect colors when out of the player’s vision range in Rogue Vision mode
Fix for Slavemaster's eye color not being change-able
UI / Controls
Player can access the main menu by pressing Esc after completing levels
More consistent timing during varying frame rates when scrolling through main menu by holding down gamepad buttons
Fix for holding down gamepad buttons to scroll through the main menu not working with vsync turned off
Fix for player not being able to teleport on grass outside of Upper-Cruster homes
When targeting with the red/green target cursor, fix for objects not being highlighted if the player moves
Fix for red/green target potentially remaining on-screen after the level has finished
Fix for dragged item potentially remaining on-screen after the level has finished
Fix for end-game dialogue box not appearing with correct proportions if the player completes the game after skipping the tutorial in certain sections
Fix for NPC info appearing if the player presses space bar while chatting
Player can open the Stats screen while dizzy or otherwise incapacitated
Fix for player being able to drop an item and use it at the same time by using shift + right mouse + left mouse
Fix for cases where item could remain in toolbar after being used if player right-clicked the slot at the same time the item was added to the slot
Fix for certain main menu interface elements being visible at incorrect times on ultrawide monitors
Playfield Objects
Fix for hitbox issues with bullets when standing too close to a large boulder and tree
Items
Fix for head-based armor not being unequipped when dying on multiplayer client
If the player's armor is destroyed, and they have another piece of armor of the same type, that armor will be equipped
Hard Hat starts with 75 durability instead of 100 and its base price is $60 instead of $70
Combat Helmet base price is $80 instead of $100
Quick-Escape Teleporter will not trigger when the player crosses a broken window
Ghosts spawned by destroying gravestones will sometimes have money (other ghosts have it all the time)
Fix for thief not dropping certain un-droppable items after they steal them from you and then die
If the player has multiple copies of an item that they normally can't drop, they'll be able to drop the item
Fix for Water Pistol description incorrectly stating that it has two status effects if two water pistols with different status effects are picked up (it may only have 1)
Fix for items with "charges" (like Fud Processor) not being given to NPCs properly (only 1 charge was lost)
Status Effects / Traits / Special Abilities
Lock and Load trait costs more when creating a custom character
Perfumorous affects NPCs who are Annoyed at the player
Player cannot receive Dizzy while Crazy-Dizzy, and vice versa
Fix for Werewolf party members not turning into Werewolf if they follow the player to a new level
Fix for Shapeshifter retaining Super Special Abilities if the player possesses and depossesses someone whose big quest they had completed, and had not completed Shapeshifter’s Big Quest
Fix for cases where player would get to choose from more traits than they were supposed to at the end of levels in online multiplayer
Combat
Fix for cases where player could lose collision detection after being knocked back while standing on ice
Cop Bots and Slaves take a bit longer to explode after death
Sound
Added “Success” sound effect to a bunch of spots when pressing objects’ context buttons
Fix for Electro Touch sound effect not always playing on multiplayer client
Fix for certain sound effects not playing in local coop mode after player 1 had exited the level
Fix for "Close Menu" sound effect playing over other sound effects when buying from Augmentation Booth
Stats / Unlocks
Secret Shapeshifter NPCs are marked as Guilty
Player receives skill points for killing NPCs by poisoning water
Fix for rare cases where Zombies could be considered Innocent
Missions
Fix for some cases where player would receive a mission involving people he was initially aligned with
Big Quests
Hacker can teleport after installing malware if all Cop Bots in the level are dead
Disasters
Player can teleport during Zombies disaster if all Zombies are dead
Player can teleport during Lockdown disaster if all enforcers are dead
Level Generation
Levels are generated using a new method that ties into the internal level editor I’ve been developing, and should result in very slightly faster loading
Changed spawn rate of initially-peaceful ghosts in graveyards
Artificial Intelligence
Fix for Cops during Police Lockdown not becoming hostile when seeing you move underneath a cardboard box
When you threaten someone to leave town, they will become Neutral towards you if they were previously Friendly, Loyal or Aligned
Fix for cases where party members would run off to attack someone far away instead of the hostile NPC in front of them
NPCs will not become hostile toward the player as a result of their hostility toward someone aligned to the player due to Random Reverence
Former slaves will be hostile toward the player if they have Resurrection and their Slave Helmet blows up
Fix for some AI confusion that could occur during combat after an NPC’s default behavior goes from hanging around a location to wandering
Fix for NPCs not always saying dialogue when threatened
Text
Added a small bit of clarification to Level 1-2 sign in regards to Cops protecting property owners
Fix for weird characters appearing when typing in input fields in Linux version
Fix for credits list cutting off the last lines when being viewed from the main menu
Multiplayer
Fix for players sometimes appearing to float in water when they are on land in online multiplayer
Fix for NPCs sometimes appearing to get up after having been killed on multiplayer client on slow connections
Fix for more cases where NPCs could walk into walls during combat on slow connections
Fix for cases where traits and inventory items on the host player were not known to client players
More safeguards against players spawning into levels as ghosts on host when they are not actually ghosts
Saved Games
Custom characters are now stored in the /CloudData/Characters/ folder instead of just /Characters
Cloud saving for custom characters works properly cross-platform (PC/Mac/Linux)
Other
AlienFX lighting should always shut off properly when the game is exited
I’ve been on an absolute tear these past couple weeks, prepping the game for its final console submission before release. Speaking of which, a release date for the end of early access and the console versions is going to be announced very soon. Keep an eye out for something called the “E3 Pre-Pre-Show on Twitch”, which I think is happening on the 9th. I’ll be making an appearance on it, and we should be announcing an official date. (EDIT: Check the front page of twitch at about 11:30 PST tonight June 9th!)
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
I’m expanding last update’s Fortnight Discussion from Cheap Deaths to Cheapness in general. What do you find to be “cheap” about the game?
Beta 78
Graphics
NPCs flash after death when they are about to explode
Fix for Cop Bots not always disappearing on multiplayer client after post-death explosion
Fix for fire/water spray particles not traveling the correct distance if the wall they were spraying into is destroyed
Fix for T-Posing instances due to NPC’s animator being set to 0 at beginning of levels
Counters have correct sprites when pieces of them are broken off
Fix for cases where players could have wrong head/body in home base after finishing the game in online multiplayer
Fix for cases where players could have wrong head/body in home base after switching the number of players from the home base
Fix for NPCs holding weapons the wrong way while dancing
Fix for state indicators like the “flee” graphic appearing after death for NPCs when on a slow multiplayer connection
Possible fix for “spawn” and “electrocuted” particle effects not always appearing on all PCs
Fix for NPCs not always appearing to have fallen into holes on multiplayer client
Fix for NPCs who have previously fallen into holes sometimes playing their fall animation as soon as they appear on camera
Fix for multiplayer clients who fall into holes appearing too bright on host
Fix for wreckage on multiplayer client sometimes appearing over holes at the side of the map
UI / Controls
Opening and closing the missions screen is slightly faster
When the player updates one of their attributes at the end of a level, text for this will not rise out of the elevator
Failsafe for rare case when level could not be completed in local coop mode
Fix for rare random occurrence of context buttons not working
If the player moves out of range of a chest or vendor, their inventory will close along with the chest/vendor inventory
Fix for player teleporting to building entrances when attempting to teleport to outdoor objects
Fix for extra NPC info displaying during cinematics when space bar is pressed / A is held
Fix for player sometimes teleporting to the starting building of a person instead of their current location when they are far from home
Playfield Objects
Upgrading traits at the Augmentation Booth costs less
Fix for some cases where fire could spread behind walls to other objects
Fix for blue Laser sometimes emitting many noises in rapid succession
Fix for blue Laser going off if non-weapons are thrown through it
If the player is "operating" an object (hacking, etc.), and it is destroyed, they will stop operating
Fix for east-west-facing windows not always having proper mouseover area
Fix for being able to score two hits in one melee swing on Killer Plant
Fix for Lockdown Walls not having a proper cooldown period between going down and going back up again
Fix for Killer Plant’s head not always being destroyed properly on multiplayer client
Items
Melee weapons sold by Shopkeepers have extra durability, but retain the same price as before
When a weapon breaks, Wrench and Crowbar will only be auto-selected after other melee weapons are exhausted
Fix for player being able to pick up objects on the other side of lasers unless they have Lasers Ignore You
Fix for player being able to pick up objects on the other side of windows
Fix for fires from Molotov Cocktails sometimes spawning inside non-wooden walls
Ghosts always drop money
Minor adjustments to Trash Can loot
Minor adjustments to Shopkeeper inventory
Fix for Slaves not always blowing up properly from their Slave Helmet on multiplayer client
Status Effects / Traits / Special Abilities
Fix for hacking slave helmets not working when the NPC was not originally a slave
Fix for Vocally Challenged people not being able to hack slave helmets and robots
Fix for player not being able to camouflage due to a disabled Security Cam thinking they were in view
Countdown displays over the player's head when Feelin' Alright is coming to an end
Fix for Sneaky Fingers not always triggering when using Hacking Tool
Fix for Above the Law text remaining on the screen after the player has died and used a continue
Measures taken to ensure that people can't be harmed by multiple Electro Touches or Chaaaarges in rapid succession
Fix for Electro Touches doing double damage from multiplayer client
Fix for cases where Zombie Spit would not cause a status effect when shot from multiplayer client
Fix for “-Status Effect” text sometimes displaying when client player died
Safeguards against rare cases where player could get stuck throwing E_TossItem after using the Toss ability
Fix for Zombie gaining Super Special attributes at the start of some online multiplayer games after finishing their Big Quest, but not having the mutator active
Fix for certain cases where player is offered 2 traits at the end of levels instead of 3
Cop Bot beams have a slightly shorter range
People do not keep Confused when traversing between two levels, this was causing AI issues
Fix for NPCs being able to make use of Resurrect after falling into a hole
Combat
Fix for cases where bodies could pass through doors and fences on death without breaking them
Fix for cases where glass walls could be broken while battling in the arena
Rockets and their explosions function a bit better on multiplayer client
Fix for NPC melee weapons not losing durability during battles with multiplayer client
Sound
If a level loads while the game window is out of focus, music will not play until the window gains focus
Fix for cases where sound effects would not play due to the game window losing focus before sound settings could be configured
Fix for zombie spit sound effect not being played properly when coming from non-local online players
Fix for sound effects playing in the game if the player sets sound volume to 0, alt-tabs out, and returns to the game
"Can't Do" sound effect plays when a scientist is asked to identify an already-identified syringe
Fix for water splash sound effect sometimes playing in rapid succession when items or dead people are at the sides of water bodies
Fix for sound effect not playing on multiplayer client when Train or Mine Cart hits someone
Fix for melee weapon break and armor break sound effects not playing for NPCs on multiplayer client
Stats / Unlocks
Fix for player not receiving skill points for indirect “rival” kills
Player must only put out 5 fires in a single game to unlock the Firefighter
Missions
Much lower chance that the player will receive the same quest reward twice in one game
Fix for multiplayer client being able to ask “Retrieve” NPCs about their item before their optional quest had been accepted
Big Quests
Fix for player completing quest as Slavemaster if their slave is killed while walking to the elevator
Crate for Scientist's Big Quest does not spawn in Mayor Village
Arsonists appear with slightly greater frequency
For Assassin quest, bystander NPCs will become targets if they spot you for about a second after the kill occurs, and the original target’s guards will become targets if they see you while searching. Previously, NPCs would become targets only if they had an immediate view of you when the kill occurred
Disasters
War Zone spawns new NPCs at slightly longer intervals, and doesn’t spawn as many total
Cannibals in War Zone sometimes carry Axes or Knives instead of guns
Mutators
Cinematic slow motion triggers less often in Low Health for All mode
Level Generation
Fix for vending machines not always facing the correct direction when spawning next to caves
Fixed a case where a Flame Grate could appear in the way of a Laser Emitter
Removed an NPC set to patrol where a Saw Blade was appearing
Fix for Cops sometimes spawning inside of objects
Fix for Cops sometimes spawning too close to the level entrance
Cannibals in bushes cannot spawn close to the player’s starting location
Artificial Intelligence
Fix for NPCs being able to close doors when a dead body was in the door
Soldiers during War Zone will attack zombies on sight, with the exception of the player
Soldiers and Cannibals in War Zone will not become scared by things
Fix for NPCs not caring if you hack something behind a locked door
If you buy a Safe Combination from someone, they won’t get angry when you take the contents of their Safe
Fix for NPCs in a building not becoming Friendly toward the player when a guard receives a bribe while Aligned or Loyal to the player
Fix for NPCs going from Aligned/Loyal to Friendly after a bribe
Better prevention for NPCs walking through lasers at beginning of levels
Fix for people in gangs sometimes not following the player once they become a party member
Fix for NPCs attempting to path through certain objects on multiplayer client
Fix for cases where NPCs wouldn’t follow the player through doors that they should have been able to open
Fix for errors when dropping an item in front of a Cop Bot who is accosting you on multiplayer client
Fix for NPCs becoming hostile toward multiplayer client for attacking them while invisible
Fix for Cops not always taking viewing distance into account when becoming hostile toward the player for committing crimes
Text
Added names to credits list
Fixed a couple of translation errors
Added text to feedback form indicating that although adding your email address when sending feedback is optional, I would very much appreciate if you would! If you send me a bug report and I need to follow up with you and I can’t, it makes me want to stick my head in a blender.
Changed formatting of “Crooked” description to make it fit better
Fix for NPC zombies that had originally been another class retaining that other class's name on multiplayer client
Performance
Better performance during UI animations
Fix for water/fire sprays taking up too much CPU time under certain circumstances
Multiplayer
Fix for cases where NPCs could become stuck inside of walls
Fix for some cases where NPCs could pass through walls when knocked back by client
Improved syncing of NPC bodies after death
Fix for multiplayer client sometimes having difficulty interacting with NPCs walking in gangs
Fix for Research Gun causing NPCs to stop receiving position information when used by multiplayer client
Another batch of bug fixes comin’ atcha! I don’t know how people keep digging this stuff up, but as long as you keep reporting them, I’ll keep fixing them!
I’ll be announcing the official release date for 1.0 and the console versions around the start of e3. More details on that in the next update. For now, all I can say is “summer”.
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
This update’s Fortnight Discussion: Cheap deaths. What are some ways you’ve died that didn’t quite feel fair?
Beta 77
Graphics
Fix for people not always appearing Frozen properly on local multiplayer games
Fix for Shapeshifter sometimes appearing to multiplayer clients to retain the hat of the person they last possessed
Fix for multiplayer client sometimes appearing weird in home base if they select a new character after death and then the host chooses to return to home base
Fix for lamps displaying light on multiplayer client after power box has been destroyed
Fix for Fire Hydrant spray particles appearing to go a bit through walls
Fix for bottom part of east-west-facing windows casting incorrect shadow on multiplayer client
UI / Controls
Message “xxxx is entering the level” appears on level changes in online multiplayer instead of “xxxx has joined the game”
Added button to feedback form with link to explanation of how to send output logs
Fix for Overpowered Character text remaining on the screen if the player quits to the main menu when this is active and then starts a new one
Fix for rare cases where a player could resurrect after a game over in coop mode
Fix for "status effect being removed" text sometimes appearing over people's heads twice on multiplayer client
Fix for keyboard player being able to teleport while they are dizzy or otherwise incapacitated in local coop mode
Player can press the Extra Info button to view NPC info while dizzy or otherwise incapacitated
Playfield Objects
Less easy for the player to accidentally become un-hidden from a Bush
When teleporting to elevators, player is teleported to more appropriate positions
Quick-teleporting will bring the player to the door of the building that houses a mission when possible
Changed the ordering of buttons when interacting with Computer for more convenience
Items
Shopkeeper cannot drop or lose Portable Sell-O-Matic since this is necessary for his Big Quest
Fix for Haterator not taking effect until the victim is out of combat
Fix for cases where the player would pick up a melee weapon with over 100 durability when they already had an item of the same type, and the extra durability would not be counted
Fix for cases where stepping on a hazardous item (such as a Banana Peel) as a multiplayer client would not harm the player
Safeguard against rare case where key items that fell into hole and reappeared were non-interactable
Quick-Escape Teleporter will not trigger when player loses health from radiation blast
Fix for Quick-Escape Teleporter teleports taking about half as much time as they were supposed to in online and local coop modes
Status Effects / Traits / Special Abilities
Fix for certain cases where player was not able to use Camouflage after being viewed by security cam
Fix for cases where player was able to cannibalize from a large distance away from an NPC directly after killing them
Shrunk now lasts 20 seconds instead of 30
Fix for certain issues with operating/arresting/etc. during bad networking conditions
Fix for Potential to Not Suck not triggering after the player reaches level 20
Fix for custom character with Possess retaining "Super Special Ability" status after depossessing someone whose ability they had unlocked
People exploding from cyanide pills creates a noise
Robots standing in bodies of water or puddles does significantly less damage than before
Fix for Confused NPCs not pathing properly in combat on multiplayer client
NPC Thief cannot accidentally pickpocket players with Honor Among Thieves
Combat
Fixed errors relating to explosions in online multiplayer
More efforts toward avoiding people phasing through walls after being knocked back
Fix for bullets sometimes passing through zombified NPCs on multiplayer client
Fix for NPCs sometimes doing lower damage when attacking the player if they used to be
Loyal/Aligned to the player
Fix for people being set on fire when they died if their next-to-last hit was fire-based, and their last hit came from the client and was not fire-based
Fix for error that would sometimes occur on host when multiplayer client's weapon collided with another person's weapon
Sound
Sound and music no longer play when the game window loses focus through alt-tab, etc.
Fix for looping sound effects not changing their volume when the user changes the sound volume through the menu
Fix for NPC spawn sound effect not always playing on multiplayer client
Fix for hologram despawn sound effect not playing on multiplayer client
Missions
Fix for Neutralize All missions not always completing properly in Ooze levels
Attempted safeguards for rare errors in prison break and gorilla rescue missions
Safeguard for rare cases where missions completed after a game over
Big Quests
Fix for cases where having a Thief in the party could screw up the Big Quest total counter for other characters
Disasters
Robot NPCs are not affected by radiation blast disaster
Players with Zombiism can teleport freely during Zombie disaster
Fix for disasters sometimes appearing inappropriately if the player quits to the main menu at the end of a level when a disaster was going to appear on the next level, and starts a new game
Mutators
In New Character Every level, fix for player losing items at the end of levels that they found prior to receiving them for a specific character (such as the Taser)
Level Generation
Corrected the positioning of several building templates
Artificial Intelligence
If you enslave a Slavemaster, his Slaves will follow him so their heads don't blow up
Fix for NPCs sometimes not getting hostile when you freeze one of their friends with the Freeze Ray
Fix for NPCs sometimes believing they own the wrong building after being forced indoors by the Ooze disaster
Fix for NPCs not retreating indoors due to Ooze if they were far away from the player
Fix for Zombies not getting angry at fellow Zombified people who attack them
Fix for rioters and war zone’ers not always getting hostile when you arrest or bite their friends
When the player asks someone to leave town, they will walk to the closest elevator instead of going for the starting elevator
Potential fix for cases where party member NPCs would attack NPCs that you just electrocuted with the intention of enslaving them
Fix for NPCs walking through laser emitters at the very start of levels
Fix for NPCs sometimes thinking you were inside their building if you got close enough to the outside of the building’s glass wall
Multiplayer
Fix for a number of potential rare multiplayer desync issues
Fix for cases where certain NPC properties could potentially not be set properly on client when the NPC is initially spawned
Fix for sometimes not being able to revive ghosts if the game has determined that the ghost player is annoyed with the other player
Engine
Linux version starts in windowed mode on the first run to hopefully avoid startup blue/purple/black-screen issues with certain configurations
Internal
Work on internal level editor
Work on console-specific stuff
Beta 77b (May 24)
Fix for cases where sound effects would not play due to the game window losing focus before sound settings could be configured
Beta 77c (May 25)
Player receives notifications upon completing or failing Big Quests (please let me know ASAP if you find bugs with this)
Added proper localization for all current achievements
Fixed cross-platform cloud saves, these should now be working properly.
Beta 77d (May 27)
Fix for lasers being triggered when the player is nearby, which was due to an error in the wall phasing fix I had added
Fixed Discord link on the main menu
Bunch of other fixes that I'll write up in the next patch notes
Today’s list of changes is a bit smaller than usual, partly because my focus has shifted to ridding the game of long-standing hard-to-reproduce issues, partly because I’ve been doing work on my internal level editor intended to help me create new buildings faster, and partly because I got married. Suffice to say, things have been a bit on the hectic side.
In other news, I'm happy to say that the game has passed certification on Xbox, Playstation and Switch! tinyBuild and I FINALLY have a release date for 1.0 and the console versions, though we’re not quiiite ready to announce it just yet.
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
This update’s Fortnight Discussion: Building types. What would you like to see in the game?
Beta 76
UI / Controls
Fix for Missions screen not opening if the player pressed the Missions button while viewing the inventory in online multiplayer mode while using the gamepad
Fix for cases where a permanent cursor could appear on the screen while using the gamepad
Fix for health bars and status text appearing too high above giants' heads
Playfield Objects
Fix for occasional error when trap door appears
Fix for occasional error spawning Supercops with Alarm Button
Fix for player being able to fire bullets through doors and windows at certain angles
Items
Fix for Bracelet of Strength's durability depleting when hitting dead bodies
When using quick-health, if the player has an alcoholic item that gives the same amount of health as a non-alcoholic item, the non-alcoholic item will be consumed, since alcoholic items have other uses
Status Effects / Traits / Special Abilities
Fix for player losing camouflage when melee-killing sleeping NPCs
NPCs are no longer gibbed when melee-killing a sleeping person with Backstab
Fix for people being able to walk on ice normally after doing Lunge attack
Potential fix for Slaves sometimes exploding as soon as they are captured by online multiplayer clients
Fix for Friend of the Common Folk making NPCs Aligned instead of Loyal when possessing someone
Fix for NPCs who would normally be aligned with the player sometimes being Loyal after possessing someone while you have Friend of the Common Folk
Charging a Lunge, Zombie Phlegm or Chaaaarge attack will cause the player to stop pointing their gun
Fix for Backstab occasionally being triggered on dead bodies
Fix for NPCs not getting angry at the player for bypassing blue lasers when they have Clumsiness Forgiven
Fix for cases where Un-Crits could prevent the player from ending the game properly
Fix for Shapeshifter NPCs not appearing when their host was zombified
Fix for status effects from cocktail not taking effect if the player is teleporting or falling down a hole when it was meant to take effect
Fix for Bite indicator not appearing when a player with Bottomless Stomach walks up to an NPC with full health
Fix for player potentially biting/cannibalizing a second person if they are teleported while biting/cannibalizing someone
Fix for not being able to blow up door detonators by hacking them
Combat
Attempted fix for people phasing through walls without breaking them
Safeguard for cases where player could get stuck in melee animation, or hitbox from animation could remain active following attack
Stats / Unlocks
Player receives Skill Points for stealing from chests while possessing even if the owners of the building are currently aligned with the player
Player receives Skill Points for stealing from chests if the owner became aligned due to the player’s actions after the start of the level
Fix for Accuracy not leveling up from Potential to Not Suck if the other three attributes were maxed out
Fix for player not receiving the benefits of Potential to Not Suck if they level up while in werewolf form or while they are possessing someone
Missions
Fix for final level being uncompleteable in online multiplayer if the Mayor was knocked down a hole while still wearing his hat
Big Quests
Potential safeguards against rare cases of Gorilla Big Quest not completing properly on a floor
Player no longer has the option to "put money towards upper-crusty" in Mayor Village
Artificial Intelligence
Fix for NPCs who co-owned a building with another NPC becoming annoyed when that NPC was depossessed
Fix for NPCs occasionally becoming Annoyed instead of Hostile when they see the player Bite or Chloroform someone they are Aligned or Loyal with
Safeguards for prison-related AI issues
Fix for NPC party members not becoming hostile toward the player when the player depossesses one of their friends in front of them
Fix for NPC owners not getting angry when you place a Time Bomb near their property
Fix for NPCs not running away from Time Bombs
Fix for NPCs not running away from falling bombs during this disaster
Fix for error that could occur when an NPC was attempting to cannibalize someone
Thief will no longer say fleeing phrases directly after pickpocketing someone
Zombie will no longer say "I'm free!" after being released from prison
Text
Fix for Credits button having incorrect text in certain languages
Changes to Polish font
Multiplayer
If the host ends the game while a player has just joined and is still on the character select screen, that player will be disconnected to avoid problems later
Internal
Work on level editor (quoting what I posted above: I’m still not 100% sure that this will be available as a modding tool (though it’s something I’ll be considering), but at the very least it’ll allow me to create new buildings more rapidly post-launch.)
For the first time in years, my list of bugs and balance fixes that I need to make is actually running fairly low! I’m still waiting on the console certification process to finish up before I can announce a 1.0 release date.
That doesn’t mean I have any shortage of things to do! For example, I spent a bunch of time this week working on a proper level editor for the game. I’m still not 100% sure that this will be available as a modding tool (though it’s something I’ll be considering), but at the very least it’ll allow me to create new buildings more rapidly post-launch.
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
This update’s Fortnight Discussion: The "Endless" mutator. I've been wanting to add an increasing challenge to Endless mode for awhile, so if you've got suggestions I'd like to hear them.
Beta 75
Graphics
Secret Shapeshifter NPCs have red eyes
Fix for custom Werewolf sometimes having the wrong body color after transforming
Fix for Diminutive graphical effect remaining after player switches levels with New Character Every Level mutator
UI / Controls
Right-hand side of the character creation screen displays the number of items a player will be bringing with them, ex. “Grenade (3)”
Lighting Type setting changes properly without resetting the game when the player makes this change while on the title screen
Certain changes to gamepad configuration will work properly without resetting the game
Fix for trackpad mode not working properly with charges and lunges
Changes to feedback form input field
Fix for issues receiving missions from NPCs who are sitting or sleeping
Fix for “Disable damage numbers” setting not functioning properly
Fix for Game Over screen not appearing if a game ends while one of the players is standing at the very edge of the map as a ghost
Playfield Objects
Fix for error when Alarm Button is destroyed by explosions from falling bombs
Fix for explosions not destroying all object if the player is not nearby when the explosion takes place
Items
Food and Ammo Processors have limits again (I had forgotten why I had them in the first place, but then… I remembered). However, it’s a limit of 20 instead of the original 10. Also, limits are removed with the No Limits mutator.
Soldier in the Mall can sell weapon modifications like Silencer
Items can be purchased from Upper-Cruster in the Mall
Status Effects / Traits / Special Abilities
Water damages Cop Bots and Killer Robot, including projectiles, bodies of water, and puddles
Fix for not all types of water projectiles refilling water cannon
Fix for Fire Extinguisher projectiles refilling water cannon
Low-Cost Jobs cancels Antisocial in character creation, and vice-versa
Kill Healthenizer and Bloodlust cannot activate after the player has died
Fix for player being able to mess with Jock's Charge ability by spamming buttons
Player can't begin hacking objects that are too far away to hack and would result in immediate cancellation
Fix for custom Werewolf having negative traits restored when transforming back to human form, after they had been removed in the Augmentation Booth
Fix for Diminutive not being removed properly on host’s end when client removes it using Augmentation Booth
Friend of the Family, Friend of the Common Folk, and Cool with Cannibals will carry over when you possess someone
Fix for Friend of the Family and Cool with Cannibals not always working properly with rioters
Player can possess quest-related NPCs who have died and been Zombified
Fix for custom Shapeshifter with traits like Sausage Fingers being able to possess someone with a weapon and keep using their weapon after depossessing
Player will not lose Above the Law when depossessing, so long as they are not Wanted
Werewolf A-Were-Ness is not triggered by werewolves who become zombies
Fix for player not receiving all the benefits of Diminutive when New Character Every Level mutator is active
Fix for all NPCs getting annoyed with a Malodorous player who depossesses
DNA Connection cannot be given to NPCs who are already zombies
Fix for Blaster Master not resulting in all types of objects being destroyed by explosions
Fix for Shop Drops not triggering when an enslaved Shopkeeper dies from their Slave Helmet exploding
Combat
Water projectiles will destroy fire projectiles
In split-screen, mouse player cannot command NPCs to attack other NPCs in other players' windows
Fix for internal error sometimes occurring on Slave death
Sound
Sound effect for switching weapons will still play if an error somehow occurs while switching weapons
Stats / Unlocks
Vampires will receive “Kill (Rival)” points for killing Werewolves and vice versa
Big Quests
Stricter requirements for completing Investment Banker's Big Quest
Mutators
Player levels up a bit more quickly during Quick Games
Cost to purchase items and services is slightly lower during Quick Games
Level Generation
Fix for doors being made of steel or having detonators varying when using the same seed
Fix for cases where game would be in slow motion at the beginning of a level
When playing as a Gangster, rival gang is more likely to appear in Uptown
Artificial Intelligence
Questgivers and people that you rescue for quests are less likely to become hostile toward you
Assassins cannot go invisible after they have been enslaved by the player
Fix for former arsonist Zombies being able to throw Molotov Cocktails
NPCs will not become annoyed at the player for Biting, Cannibalizing or Chloroforming if they are Hostile or Annoyed toward the victim
Fix for NPCs sometimes getting annoyed at the player for Biting or Cannibalizing if they were not within hearing range and the player was not in their line of sight
Player cannot tell jokes to NPCs in prison
Serving cocktails with positive status effects will cause the NPC to like you more
Fix for NPCs getting spooked by invisible players who are chasing them
Fix for Mall NPCs not always having the correct reaction to Suspicious/Malodorous players
NPCs will not pick up projectile weapons when participating in a challenge from the Wrestler
Fix for NPCs not always attacking you if you try to pickpocket them from the wrong angle
Text
New font used when Polish setting is turned on in user-created localizations
Performance
Various small fixes
Multiplayer
Fix for Attributes not always being tracked properly between host and clients
Potential fix for walls being destroyed from client not actually appearing destroyed
Fix for water pistol projectiles not appearing on clients if client enters the game while the other player already has the weapon equipped
Saved Games
Demo version and full version now use separate folders to store data
Internal
Began work on level editor (quoting what I posted above: I’m still not 100% sure that this will be available as a modding tool (though it’s something I’ll be considering), but at the very least it’ll allow me to create new buildings more rapidly post-launch.)
Beta 75b (April 26)
Fix for player making noise when chloroforming
Beta 75c
Fix for error occurring when multiplayer clients with Art of the Deal interact with NPCs
This update includes a new “No Limits” mutator, intended to make the balance more like it was in earlier builds. Which is to say “there are a whole bunch of exploits”. But the people spoke, and I do listen, so here it is! For more details, see the changelog below. I also made some other balance changes to the base game that I think players will appreciate. I'm going to leave the previous Fortnight Discussion topic open for the next couple of weeks, so let me know what you think of this!
In addition, I completed some “Making of Streets of Rogue” DLC content, which will likely be released once the game hits 1.0. This will include a bunch of earlier builds of the game for you to play around with (including some REAL early ones from more than 4 years ago), and around an hour of developer’s commentary in video form. It won’t be free, but it won’t be pricey either. It also doesn’t include anything that affects the game in its current state, so it’ll just be a totally optional thing for anyone interested in how the game was made.
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums.
Beta 74
Mutators
No Limits Mutator - Limitations removed from a number of objects, items and traits to allow for extreme exploits, grinding and min-maxing
Sell-O-Matic can dispense infinite money
Clone Machine can clone infinite items
Slot Machines can be played as much as you want
Goodie Dispenser can dispense infinite items
Augmentation Booth can remove any trait
Slum Dweller can put an unlimited amount of money into the ATM for his Big Quest
Barbecue can create infinite Hot Fud
Player can toss as many coins as they want into a Well
Alarm Button has infinite uses
Player can give as much blood as they want at Hospitals
Kill Profiter has unlimited charges
Safe in Crowds cap removed
Confident in Crowds cap removed
Graphics
Corrected the shadow offsets for a number of different items
Fix for Killer Plant body and head highlighting separately on mouseover
Giblets from War Zone NPCs do not spawn in water (for performance reasons)
Fix for custom Shapeshifter sometimes appearing without a head after possessing people
Fix for shirtless NPCs appearing to have a white body after progressing to the next level
Fix for nude NPCs not always appearing nude on multiplayer client after being depossessed
UI / Controls
Button image selections added to control settings
Item Teleporter scrollbar starts where you left off after closing and re-opening the menu
Fix for keyboard player not being able to click object buttons in split-screen mode
Fix for Supercop and Upper Cruster not appearing properly on multiplayer client character select
Fix for player attacking on a click when the mouse is over the chatlog scrollbar and input field
Fix for pressing Start at Save Character prompt in Character Creation opening the main menu
Fix for objects sometimes losing camera focus when operating bar is onscreen
Fix for issues occurring if the player attempted to name their custom character “UpperCruster” or “Cop2”
Fix for skill bar "gained points" text sometimes remaining on the screen indefinitely
Player can use scroll wheel to move scrollbar on Stats screen in 3- and 4-player modes
Small text spacing fix on Stats screen
Fix for selection boxes for players 2-4 not animating properly
Playfield Objects
Sell-O-Matic per-level selling limit increased by around $70-$100 depending on the level
Player can only use Alarm Buttons a certain number of times per level
Fix for Turntables action "Spin Records" not working properly from multiplayer client
Fix for elevator saying "Big Quest Incomplete" when possessing an NPC as a custom character
Gorillas always have bananas in their refrigerator
Fix for Floor Switch appearing in some spots where Crusher is operating continuously
Potential fix for rare case where Crusher could hit someone through a wall
Fix for cases where the player is not able to turn off security systems from Computer when hazards like crushers, fire spewers etc. still remain
Items
Fud Processor and Ammo Processor have infinite uses again
Machinegun ammo count increased from 40 to 50 and base value increased from 100 to 110
Flamethrower ammo count increased from 80 to 100
Fix for Quick-Escape Teleporter occasionally firing when the player was left with 0 health, allowing them to continue playing when they should be dead
Status Effects / Traits / Special Abilities
Fix for NPCs who were infected with Zombiism, then fell in a hole, respawning outside the hole
Fix for cases where client player could appear as ghost on multiplayer host after being knocked out
Fix for NPCs sometimes becoming aligned due to Random Reverence immediately after being depossessed
Safeguard against multiplayer client becoming Werewolf permanently
Fix for Shop Drops triggering a second time for NPCs who have already become zombies
Fix for Killing Time not working with custom characters
Fix for non-starting traits being removed when a custom character transformed into Werewolf
Fix for multiplayer client’s starting traits not always being added back properly on host machine, when client has just depossessed or transformed back from Werewolf form
Potential fix for Werewolf remaining in Werewolf form after becoming a ghost in online multiplayer
Water projectiles refill the Water Cannon
Fix for Cannibal’s Table Manners trait resulting in cops getting angry
Fix for Vampire making cops angry when biting people during Super Special Abilities
When Super Special Ability is active, player will not receive character-specific traits at the end of levels since these are redundant
Super Special Ability for Slavemaster properly prevents Cops from getting angry
Super Special Ability for Slavemaster results in bigger Slave Helmet explosions
Fix for Research Gun not actually researching NPCs when Super Special Ability is active
Wall Walloper + results in less durability loss from destroying walls
Lock and Load restores a higher percentage of ammunition at the beginning of levels
Big Quests
Timing on when arsonists may appear for Firefighter big quest has been changed slightly
Player will not receive a floor bonus for Firefighter Big Quest if an arsonist did not appear
Upper-Cruster NPCs can become Arsonists
Level Generation
Soldier NPCs at Military Bases are not removed from a level during War Zone disaster
Artificial Intelligence
If the player possesses someone who is hostile toward a questgiver or rescue target, they will not fail the quest
Fix for errors setting up relationships which could lead to bigger problems
Fail-safe for rare cases where Ideological Clash would affect NPCs that needed to be rescued for missions
Fix for NPCs running from player with Fair Game after the player possessed someone and no longer has Fair Game
Mayor will not join the player’s party if they like the player’s joke
Fix for NPC owners/cops who had become Zombified sometimes not attacking other people when they were too far away from their starting position
Fix for knocked-out NPCs being considered a part of the player's party
Fix for small error that may occur when an NPC is becoming mutinous
Fix for NPC party members teleporting alongside the player after the player has given them a task such as Stand Guard
Player cannot bribe Bouncer after enslaving them
Text
Modified the description of the Ghost Gibber to include reference to electricity so people won’t be confused why this damages people in water
Multiplayer
Potential fix for cases where host player could die, other players could finish the level, and the game would still end
Fix for levels not completing correctly when the last player who had not exited the level fell into a hole and died
Fix for multiplayer client being able to attack and perform certain other actions while falling into a hole
Fix for player health bar reading incorrectly for other players after a Werewolf transformation
Fail-safe for rare error when shooting bullets from multiplayer client
Levels will not be considered complete if the last remaining player is in a “knocked out” state
Fix for cases where a client possessing someone could remain possessing that person into the next level
Fix for issues stemming from client being knocked out when time limit to reach the elevator runs out
Fix for client reappearing after teleporting or falling into a hole if the time limit to reach the elevator runs out while doing these things
Fix for Diminutive players not always appearing diminutive at the start of levels on client
Saved Games
Better safeguards against player’s save data being deleted due to a crash or power outage during the save process
Removed code that copied player's save data from the its pre-mid-2018 folder to its current folder on launch if it had not been previously copied
Internal
Lots of work on console-specific stuff
Other
Completed “making-of” DLC content
Beta 74b (April 13)
Fix for player 1 not being able to mouse over anything properly in a split-screen coop game. This also breaks the "keyboard player not being able to click object buttons in split-screen mode" fix, but you can still choose object buttons with W, S and E.
This update brings another bunch of new bug fixes, plus -- FINALLY -- Shapeshifter and Werewolf special abilities are available to custom characters!
Some exciting news, Streets of Rogue has finally entered certification for the different consoles! Things seem to be going pretty well so far, and if this keeps up, I might have an actual 1.0 release date for you soon. I hope. Actually, I should probably just keep my mouth shut :p
For more info on the current state of development, check out my "What’s Being Worked On" post on the forums, which has been updated recently.
This update’s Fortnight Discussion: The "No Limits" mutator, which will roll back a lot of the balance changes I’ve made over Early Access that were meant to combat exploits and grinding, for people who want to partake in those sort of activities.
Beta 73
Graphics
Adjusted hundreds of light sources to look better in “medium” lighting setting
Fix for dead body disappearing if Shapeshifter is killed and respawns
Fix for Crusher appearing beneath walls when fully outstretched
Fix for Saw Blade tracks not appearing properly
Fix for face near health bar sometimes having incorrect eyes
Fix for people not having dizzy stars if they lose invisibility while dizzy
Fix for invisible players not having dizzy stars
Fix for other cases where dizzy stars would not appear
UI / Controls
Fix for orange quest markers for client Big Quests appearing on host when playing as Thief
Fix for credits list speed increasing while the player is chatting in multiplayer and presses spacebar or e
Fix for character sheet instruction text going out of boundaries in certain languages
Fix for text spacing issue in certain languages on lower-right corner instruction text in character creation
Fix for Randomize Appearance on character creation being triggered when player pressed Start
Fix for Special Ability display on interface flashing white sometimes when switching abilities
Fix for missions screen closing on host when client completes a mission
Added option to show a list of players in a multiplayer game with the R3/RT button chat menu
Fix for quest notification animations occasionally showing text in incorrect color
Fix for incorrect class being selected on Character Select after possessing certain classes and suiciding
Fix for player’s debt not displaying accurately when transitioning between levels
Playfield Objects
Fail-safe for cases where a player’s interaction with an object was not cleaned up properly
Fix for players sometimes getting the option to knock on doors etc. when behind the door
Closing outside doors does not produce a noise
Failsafe for cases where part of Crusher could remain after it was destroyed
Fix for Turrets being able to shoot at people who were not in view of the nearby Security Camera
Fix for player not triggering ground-based obstacles when jumping and landing on them
Vampire Refrigerators no longer have food and drinks in them, only money
Fix for multiplayer client's Sell-O-Matic payouts not counting toward payout total on host
Fixed cases where Clone Machine could allow multiplayer client to clone too many items
Items
Player cannot pick up items from behind bars, fences, lasers, and barbed wire
Fix for Police Baton being placed amongst guns in the weapon scroller
Status Effects / Traits / Special Abilities
Possess special ability is available to custom characters
Werewolf Transformation special ability is available to custom characters
Chaaaarge ability synergizes with Secret Vandalizer
Hacker is capable of blowing up any Door Detonator through hacking
Fix for cases where player would get a trait that would normally be cancelled out by one of their current traits when using Augmentation Booth to get a random trait
Fix for player being able to hit ghosts with Ghost Gibber when they have a trait such as No In-Fighting and the ghost is aligned
Characters with Zombiism who also have The Law are not considered Guilty
Fix for NPC Assassins being able to cloak themselves after becoming zombified
Fix for Former Slave being called Slave after being depossessed
Fix for cases where Withdrawal could appear at the same time as Feelin’ Alright in multiplayer games
Combat
Fix for rare cases where Hologram could take damage
Fix for holograms having collision for a single frame after being spawned
Fix for occasional issue destroying fires from multiplayer client
Guns may not be fired more than 10 times per second
Fix for rare cases where dead NPCs could crush shrunken players
Fix for blind spot in collision at the beginning of lunge attacks
Fix for certain cases where bullets could be shot through walls with Shotgun
Ending
Fix for potential weirdness if a multiplayer client triggered the ending on a slow connection
Fix for fires not disappearing, fire hydrants not ceasing to spill water, etc. during ending
Mutators
In Low Health for All mode, player loses only 10 health instead of 20 when giving blood
Fix for player not losing the game if time runs out in Time Limit mutators while they are teleporting or falling into a hole
Level Generation
Fix for movie theater bathroom being considered an "off limits" area
Water Pumps will not appear near lakes that are already poisoned
Artificial Intelligence
Player cannot interact with NPCs who are Dizzy or Electrocuted
NPCs will not become Hostile toward invisible player if affected by status effect projectile
Fix for Firefighters aiming at position where fire started after the fire's position changed
Fix for NPCs getting annoyed at the player when the player is invisible and throws objects at them
Fix for cases where NPCs would not be scared of the player after the player possessed a Zombie
Fix for cases where NPCs would not be scared of the player after the player transformed into a Werewolf
Werewolf NPCs cannot be scared by other Werewolf NPCs
Fix for NPCs getting hostile toward other NPCs for closing a door
Fix for cases where shrunken NPCs don't run away from you
Failsafe for cases where NPCs would not follow the player when the player is meant to rescue them for a quest
Text
Fix for Spanish words in instruction text for Character Select having inappropriate dashes
Fix for incorrect looking Russian characters that say "No."
Fixed some typos in translations
Performance
Bunch of small-to-mid-level improvements
Multiplayer
Fix for NPCs not having collision when the multiplayer client has exited the level and is spectating other players
Saved Games
Fix for multiplayer host saved game file size increasing every level
On March 10th, Streets of Rogue celebrated its second birthday in Early Access, and to celebrate, I have for you…. another batch of bug fixes! :p I also spent a decent chunk of time this update on performance work as well, which will hopefully benefit those of you with low-spec machines -- particularly when there’s a lot of action going on in a crowded level.
Still no release date for 1.0 just yet. I will be keeping you all in the loop on this, believe me I am super eager to report on progress in that area just as soon as I have something solid to tell you. I posted the following as a comment on the previous patch notes: Step 1: Weed out every remaining console-specific bug. Getting dangerously close to this. Step 2: Get through certification on all consoles. Step 3: Announce release date. Step 4: Rejoice.
Fix for cases where NPCs could appear to have a normal body and Werewolf head on multiplayer client
Potential fix for “spawn” particle effects not always appearing
Potential fix for instances in local coop where an NPC turns completely white
Fix for NPCs appearing to float in midair after being knocked out on a bed and then punched
UI / Controls
Duplicates cannot be added to loadout list in Home Base
Prevention for potential duplicate traits at the end of levels
Fix for player not returning to the main menu in a “clean” way when pressing Cancel too quickly when starting an online game
Fix for NPC health bars not always adjusting properly if the NPC’s health changed while invisible or out of view in Rogue Vision mode
Fix for gamepad button images not appearing in tooltip after player has quit the game and resumed a saved game
Potential fix for issue where minimap could appear permanently on the screen during 2-player coop mode
Fix for orange quest markers for client Big Quests appearing on host
Playfield Objects
Fix for local coop issue where objects might become non-interactable for certain players
Items
Fix for rare cases where safe combination for a safe would not be in the possession of any NPC
Fix for items with multiple add-ons losing all but the first add-on when multiplayer client dies and spills the item
Items spilled by the player when they die in multiplayer modes will not appear to bounce (for performance reasons)
Status Effects / Traits / Special Abilities
Flesh Feast does not work when attacking Invincible people
Fix for people remaining hidden in bushes after being inflicted with Giant
Fix for Investment Banker’s Super Special Ability not always triggering on the final level
Combat
Fix for people having slightly different hitboxes after dying and returning to life
Sound
More consistent timing for drum beat at the end of ending speech
Fix for certain NPC sounds not playing when they were out of view in Rogue Vision
Missions
Fail-safes for rare cases where missions might not be completeable if an NPC was removed from the game prior to the level finishing loading
Fix for rare issue where missions were not being removed from the main missions list properly
Fix for cases where mission could appear to be failed in the home base
Fix for too many NPCs having markers over their heads in Neutralize All missions on multiplayer client
Election
Fix for Riot levels starting with an extremely low Electability score
Big Quests
Fix for cases where Big Quest could not be completed due to the target NPC being hidden in a manhole and would not emerge due to being friendly toward the player
Werewolf kill counter no longer goes over 5
Fix for arsonists not always appearing properly when multiplayer client is a Firefighter
Mutators
Fix for player always receiving Banana Peel as a quest reward when No Guns or No Melee mutator is active
Fix for Slavemaster not starting with Taser when No Melee Weapons and No Guns are active
Level Generation
For user-entered seeds, the game will no longer distinguish between capital and lower-case letters
Artificial Intelligence
Zombies and other inhumans will not get Annoyed when they see you enslaving someone
Fix for NPCs sometimes getting hostile toward the player when another NPC who was aligned with the first NPC accidentally hits the player
NPCs will not become hostile toward the player if the player shoots them with any type of projectile while invisible
Fix for NPCs running away from inanimate objects that they were commanded to attack if their health is low enough
Fix for NPCs continuing to hack/lockpick/break into windows after completing their task
Fix for enslaved NPCs not being submissive to the player if they had injured the player prior to being enslaved
Fix for enslaved NPCs sometimes not having their full set of context menu commands
Drug Dealers will not take syringes when fighting inanimate objects
Fix for cases where multiplayer client could move out of range of NPC they were interacting with, and NPC would still think they were interacting
Fix for NPCs not pathing around fires caused by destroying certain objects
Bouncers will no longer allow players with Wanted, Malodorous or Suspicious to pay them for entry
Fix for cases where NPC could be tranquilized and realize the player did it, but not attack them due to turning the other direction while being tranquilized
Text
Fix for credits text on main menu not being aligned correctly in Chinese and Korean versions
Fix for “Control Setup” menu text not being translated
Fixed a small typo in Slum Dweller English ending text
Performance
Levels load more quickly
Better performance when lots of NPCs are fighting each other
Greatly improved performance hitching in Rogue Vision mode
Fewer hitches when spawning new NPCs
Fix for scrollbar-related performance drop
Fix for small performance hitch when NPCs died
Slightly less of a performance hitch when destroying walls
Fix for hitches relating to drawing the minimap when ooze expands
Various other here-and-there performance improvements
Multiplayer
Client will not finish loading levels until host has sent all object data to client
Various improvements to the amount of data being transferred