Streets of Rogue - Madguy
Hey everybody! It's been a long time since the last update, but I assure you that I've been VERY busy. Today's update includes some news on the sequel, mobile plans, and a brand new patch with around 50 bug fixes.

Sequel News
2021 was actually the most difficult year for me in terms of sheer brain-busting programming challenges since I began development way back in 2013. My goals for the year were simple: get the hard, technical stuff out of the way, and create a solid base for my future work on the game. 2022 is all about implementing actual structure and content into the game, which should hopefully be a lot more fun and a lot less stressful. I'm super excited about my upcoming work, and I can't wait to see this thing start to come together as a cohesive whole.

Got suggestions for what you want to see in the sequel or questions for me? Post them in the comments below, and I'll try to answer what I can!

(From here on out, I'll be referring to the sequel as "SOR2", but just to be clear, it doesn't have an official name as of yet.)

Here's just some of what I've been working on:

  • Fully streaming open world - The original Streets of Rogue was level-based. Upon entering a new level, the game would procedurally generate everything over the course of a loading screen. This is how a typical rogue-lite works.

    Streets of Rogue 2 takes an approach similar to other procedurally generated open-world games, such as Minecraft. As the player moves along the landscape, the procedural generation system works its magic to determine what the world should look like, new chunks of data are streamed in, and old data is removed.

    There’s nothing particularly new or innovative about how I’ve approached all of this. However, the major challenge comes in the form of integrating my existing systems into this new structure. AI, combat, items, world interactions, etc., there are very few aspects of the game that didn’t need heavy modification to function properly.

  • World generation system - At the start of a new game, SOR2 generates a large procedural world that is (for the moment at least) approximately 3,000 times the size of a SOR1 level. This world includes a full countryside to explore, complete with numerous cities and towns, and an interconnected road system.

  • “Dungeons” - When I say “dungeon”, I’m referring to any area that the player enters which isn’t a part of the main open world. This could end up being anything from a small cave to a multi-story underground city.

  • New Save/Load system - The original SOR allowed for saving at the beginning of levels. Nothing too fancy. However, saving the state of a large open world is… something more of a challenge. Bear in mind that SOR2 is a persistent sort of open world, more akin to Skyrim than GTA5. For example: if you blow up a wall, it stays blow’d up. If you punch a shopkeeper, he’s going to stay angry, even if you walk halfway across the world and return to his shop.

  • New map systems - SOR2 actually includes a couple of different types of maps. First off, there’s the “close-up” maps, which are similar to the maps in SOR1, but are now capable of following the player as they move around the open world. And second, there’s a much more zoomed-out world map, which shows a somewhat abstract version of the entire game world.

  • Day/night cycle - The game world changes in significant ways based on the time of day…

  • NPC Schedules - NPCs are now capable of pursuing different goals based on the time of day. For example, a Shopkeeper might leave their home at 8:00 in the morning, drive their car to a store that they own, work until 10:00 at night, and then return home.

  • Vehicles - There were two major challenges to solve when implementing vehicles: A. coming up with a solid driving model that’s both fun and not completely awkward due to the top-down nature of the game, and B. NPC artificial intelligence. I’m happy to say that both A and B are in great shape right now.

  • Animals - Yes, the game will have animals this time around. No, I’m not going to say which ones. Will they be playable?... We’ll see!

  • Ability to build walls and floors - SOR2 will allow players to create their own structures within the game world. While I don’t want to give away any specifics about the purpose of these structures just yet, I will say that they may have uses beyond what is typically seen in open-world sandbox games.

  • Diagonal walls - In the original SOR, you may have noticed that walls exclusively face 90-degree angles. Last February, I spent three torturous weeks re-jiggering my systems to allow for 45-degree angles as well.

  • Level editor updates - The level editor has been updated to accommodate new features of SOR2, such as the ability to construct large regions of the world.

  • “Abstracted” AI system - NPCs are capable of continuing to pursue their high-level goals regardless of their distance from the player, and with little performance cost. Just because you’re on the opposite end of the world, doesn’t mean NPCs can get out of doing their jobs!

  • Full couch co-op support - Returning from the first game, SOR2 still supports up to four players in split-screen mode. Players can act completely independently from one another, visiting different locations on the map at the same time, or even entering different dungeons.

  • Full online multiplayer support - Much like the first game, SOR2 will allow for players to jump into and out of a game at any time. Loads of time has been spent adapting online multiplayer to the game’s new open world structure.

  • Early quest integration - All of the quest types from the original game are fully functional in SOR2, with a number of new ones planned. I’m also intending to add some actual narrative to the quest system this time around…

  • A new look - While SOR2 retains the top-down perspective of the first game, the graphics are in the process of being overhauled to look super-stunning.

  • Performance and memory optimization - I spent close to two months optimizing the crap out of this game. Why so much time at such an early juncture? Imagine this scenario: four players in split-screen coop are driving their cars at high speeds in four completely separate locations on the map, in areas dense with buildings and objects. And they’re playing on a Nintendo Switch. For my own peace of mind, I needed to ensure that it was actually feasible to do this while maintaining a decent-ish frame rate and streaming in new data quickly enough.

  • Bug testing - A LOT of time has been spent working out the kinks in the features that I’ve listed above. My hope is that I won’t be constantly getting stopped in my tracks with showstopping bugs during my efforts to add “the fun” to the game this year.

Hopefully I'll have some more news for you in the coming months!

Mobile Version??
Yes, a mobile version of SOR1 is currently in development by 3839. At the moment, this is exclusively available for the Chinese audience. However, there is a possibility for us to bring this to the rest of the world at some point. You can check out their website here.

Version 96
Graphics
  • Fix for small graphical glitch when highlighting dead bodies
  • Fix for some object shadows being incorrectly positioned for objects next to walls
  • Fix for Stealing Glove and similar held items being visible when an NPC is invisible and performing certain activities like sitting
  • Fix for NPCs sometimes appearing highlighted after Body Swapper is used and their position has been swapped
  • Fix for NPCs' shadow and light positions sometimes appearing incorrectly if they were killed and simultaneously knocked out of a body of water

UI / Controls
  • Fix for multiplayer game sorting not working properly
  • Fix for inconsistent mouseover areas over player characters
  • Fix for in-game timers not functioning properly at very high values
  • Fix for player characters sometimes having the wrong mouse box collision
  • Player will auto-aim at NPCs hidden in bushes

Playfield Objects
  • Fix for cases where a Bush could be destroyed but the NPC hidden in the bush is not revealed
  • Fix for cases where Mine Cart or Train could destroy vending machines at building entrances
  • Fix for fires not starting in the areas surrounding Lakes

Items
  • Fix for player not being able to shoot the Flamethrower and other similar weapons past doors and windows that had been destroyed
  • Fix for Warp Grenade working on empty Mech Suit
  • Skeleton Key no longer appears as a potential reward in the Home Base list, since it cannot actually appear in the game. It is still available in character creation
  • If a Molotov Cocktail lands in water, it will not explode
  • Quick Escape Teleporter triggers at 10 health instead of 15 when using Low Health For All mutator
  • Fix for sleeping NPCs sometimes teleporting back to their beds after the player uses Body Swapper on them
  • When the player uses Cologne, Bouncers will allow party members to pass as well as the player
  • If the player Hypnotizes an NPC to be Friendly, the player's followers who were Loyal or Aligned with that NPC will remain Loyal or Aligned instead of becoming Friendly
  • Fix for Oil Container count dropping below 0 on multiplayer client during laggy games
  • Fix for Memory Mutilator not taking into account NPCs who are aligned due to Random Reverence

Status Effects / Traits / Special Abilities
  • Fix for Zombie appearing to be Arrested if they are arrested as a normal human, then zombified, and then tranquilized
  • Fix for difficulties Possessing NPCs who are standing in doorways
  • Fix for Werewolf turning into a Werewolf after becoming a zombie
  • NPCs who have Resurrection while being inhabited by ShapeShifter will not still read as having Resurrection after dying
  • Fix for Alien being able to continue Mind Controlling NPCs to walk when they are being bitten by a Vampire
  • Fix for multiplayer client Alien not being able to use Mind Control properly on another player's Slaves
  • Fix for multiplayer host not always communicating to client that an arrest or enslavement had ceased to take place, which could result in a few bug fixes

Sound
  • Fix for sound effects on split-screen cameras sometimes playing at the wrong volume

Big Quests
  • NPCs who are being Bodyguarded will not count as witnesses for Assassin's Big Quest

Disasters
  • Bodyguarded NPCs (i.e. Musician) will not receive certain status effects during the Status Effects disaster, such as Dizzy and Shrunk

Mutators
  • Player will not receive ammo-related items rewards and traits during games with Infinite Ammo mutators

Artificial Intelligence
  • Fix for not being able to interact with Mind Controlled NPCs who were annoyed with you prior to being Mind Controlled
  • NPCs will not react to the player’s Joke if the player is out of their view
  • If a Ghost is spawned into a prison via the Boo-Urn, opening the prison door will not make that ghost Loyal
  • Fix for NPCs being able to start dancing in midair while jumping
  • Fix for cases where player could be mugged by an NPC who they had enslaved
  • Fix for NPCs sometimes attacking player immediately after being depossessed and not having dizzy stars
  • Fix for NPCs sometimes being able to open locked outside doors in buildings they do not own
  • Fix for NPCs whose default behavior is Sit/Sleep/Idle not being able to walk past certain doors in returning to their starting position
  • Fix for players being able to issue certain commands to NPCs when another player had hired the NPC
  • Fix for Hackers and Thieves not being able to perform special tasks for the player if they are Aligned/Loyal and the player re-hires them
  • Fix for instances where Musician could stop following the player and start wandering around the level
  • Fix for Musician's fans becoming Aligned with the player instead of Loyal after player is forced to beat up the Musician for disobedience
  • Potential fix for rare cases where Musician's followers could become hostile after the player exits through the Elevator

Performance
  • Game now makes use of Unity’s incremental garbage collection to avoid frame rate hitches

Multiplayer
  • Fix for multiplayer client Bodyguard triggering their Musician to speak, when they are actually talking to the host Bodyguard's Musician
  • Fix for multiplayer client data not always being stored correctly if they quit out of the game instead of quitting to main menu, particularly when client was inside a Mech, in Werewolf form, or Possessing someone

Engine
  • Updated game engine to Unity 2020.3.23f1

Version 96b
  • Fix for NPC hair appearing behind their heads while dancing or sitting

Version 96c
  • Fix for player markers not appearing on map after loading saved game

Version 96d
  • Various small changes to ensure best compatibility with Steam Deck
  • Fix for several text fields not working properly with Steam’s virtual keyboard
  • Updated Steamworks.net plugin to most recent version
Jul 16, 2021
Streets of Rogue - Madguy
Two years after release, and bug reports are still coming in! However, it's been four months since the previous update, and that's because it's taken that long to receive enough valid bug reports to fill an update. Which tells me that the bug count may be finally starting to dwindle!

Sequel Progress
For those just tuning in, I've been using these updates to provide little bits of info on the open-world Streets of Rogue sequel that's currently in development here at DogHelm Studios (i.e. my house). Here are just a few of the areas of the sequel that I've been hard at work on since the last update. Be forewarned, not all of this is particularly exciting, but that's kinda the reality of most gamedev :)

"Dungeons": Basically, anything that isn't a part of the main world map is considered a "dungeon". This could take the form of an underground cave, an enormous multi-storied building, or anything in-between. As with just about every other area of the game, I'm leaving this somewhat open-ended for the time being. But the tech is in place for dungeons to function properly.

World maps: There are three types of maps that the player can access via the interface: The fully zoomed-out map, which will give you an abstracted overview of the (rather enormous) world. The zoomed-in map, which will look somewhat like the minimap of the original game, but with lots of extra detail and color, and can be scrolled around the world. And the dungeon map, which covers a floor of a dungeon.

AI: Not only can NPCs in cars function properly on roads now, but they can even deal with traffic. An NPC can get into their car in the morning, drive to their job, park the car, work all day, then leave and return home. And yes, you can steal their car during the course of the day, forcing them to walk home. Perhaps through an area that contains wild bears (not implemented yet, but planned!)

New chunk sizes: Astute players and level editor aficionados may have noted that building/chunks come in three primary sizes in the original SoR: Normal, long (2x as big as Normal), and Huge (4x as big as Normal). The sequel will include two new types as well: Tiny (1/4 as big as Normal) and Tiny-Long (1/2 as big as Normal), to help achieve a more organic feeling world.

Engine and tech upgrades: I've been making a more concerted effort to keep the game compatible with updates for Unity and the various plugins I'm using. Some of this may end up trickling down to future SoR updates (proper borderless windowed mode, anyone?)

Laying more groundwork: As I've implied in previous updates, my work at the moment is mostly about the "broad strokes" rather than getting into the nitty gritty of the gameplay. Engineering a strong foundation for this game is very important to me. I'm really looking forward to being able rapidly implement new content and features in the future without having to jump back into the deep end to fix fundamental issues with my tech (as was often the case with the original game during Early Access).

And as usual, feel free to post your suggestions and questions in the comments! And now for the patch notes...

Version 95
UI / Controls
  • Fix for Nintendo Switch button icons appearing reversed (i.e. A=B, X=Y)
  • Fix for NPCs not displaying "Empty" if the player pickpockets them when they have nothing in their inventory
  • Fix for player having incorrect physics if they fall into a hole while on ice, and are spawned back onto the ice

Items
  • Custom characters start with armor automatically equipped
  • Fix for player being able to do extra damage to ghosts by shooting Ghost Gibber beam in short bursts
  • Fix for player not being able to shoot the Ghost Gibber past doors and windows that had been destroyed
  • Player cannot steal Gas Mask off NPCs' heads

Status Effects / Traits / Special Abilities
  • Fix for Shapeshifter getting white eyes instead of red after being released from Mind Control
  • Antidote cures Withdrawal status
  • If player is not able to hit an NPC with Mind Control bullet (due to Class Solidarity, etc.), the explosion cannot hit the NPC either
  • Fix for Zombie Phlegm and Mind Control Bullets sometimes auto-aiming toward objects that they can't affect
  • Fix for players not retaining Confused status properly after Possessing or Depossessing an NPC
  • Killer Robot's Tank-Like trait replaced with Unstoppable-ish
  • Players who are Possessing an NCP can cause that NPC to die by traversing broken glass, rather than health not going below zero
  • Fix for players being offered Crooked when they have handcuffs, but do not have The Law
  • Player cannot receive Scumbag Slaughterer when swapping traits
  • Fix for some cases where multiplayer client with Fair Game would not cause NPCs to become scared and run away
  • Fix for Jock sometimes Chaaarging infinitely into an object that should be breakable
  • Fix for Zombified NPCs not being able to transform into a Werewolf
  • Chaaarging into NPCs or using Electro Touch while Zombified will infect the NPC

Stats / Unlocks
  • Player receives skill points for navigating Mind Controlled NPCs into holes

Missions
  • NPC Ghosts in custom chunks cannot be classified as Important since this can break a run if they need to be neutralized for a mission
  • Player can buy Slave from Slavemaster for “Free the Slave” mission regardless of whether there is technically space in the player’s party for another member

Big Quests
  • Fix for NPCs being classified as witnesses on Assassin Big Quest if the Assassin's target is killed a second time after being Zombified
  • Arrow appears above Musician's head in final level during Bouncer's Big Quest
  • NPCs who have been challenged to a fight for Wrestler’s Big Quest will pronounce the fight “not fair” if they become Mind Controlled
  • NPCs who have been challenged to a fight for Wrestler’s Big Quest will stop the fight if they end up joining someone’s party mid-fight
  • Player cannot be assigned optional missions in buildings where Goon's Big Quest takes place

Artificial Intelligence
  • Fix for Cops becoming hostile toward the player for hacking the Killer Robot
  • Fix for NPCs not becoming Loyal when the player breaks them out of prison using Chaaarge
  • Fix for hostile NPCs not fighting each other when spawned into a prison room together mid-game
  • Fix for Big Quest target NPCs becoming hostile toward their friends too easily
  • Fix for Cops becoming hostile toward players who pickpocket NPCs while invisible
  • Fix for Friendly NPCs running away from players with Fair Game
  • NPCs do not immediately become hostile toward the player for accidentally hitting them with the Ghost Gibber
  • Fix for NPCs who have been told to stand guard running back to player after becoming Dizzy, Frozen or Electrocuted
  • Fix for party members who are assigned to attack an NPC, not actually attacking that NPC if the player runs far enough away
  • Fix for NPCs not joining the player’s party while they are in a fight for the Wrestler’s Big Quest
  • Fix for NPCs in buildings where an optional quest exists sometimes being Annoyed with player due to Suspicious
  • Fix for NPC Bounty Hunters who are initially hostile toward the player at the beginning of the level not drawing their weapons upon seeing the player
  • Fix for certain cases where NPCs would become hostile toward the player and then proceed to ignore them instead of battling or fleeing

Text
  • Fixed a typo in Wrong Building
  • Corrected “Enraged” description

Multiplayer
  • Fix for cases where NPC position could be desynced in online multiplayer when it is released from Mind Control
  • Fixed awkward interactions between Mind Controlled NPCs on multiplayer client and hazardous objects like Barbed Wire
  • Fix for incorrect particle effect sometimes appearing on client when host player melee-hits an NPC
  • Fix for multiplayer client being able to produce clones of themselves during high lag while depossessing an NPC

Engine
  • Updated game engine to Unity 2019.4.28f1
Mar 17, 2021
Streets of Rogue - Madguy
This update marks a bit of a milestone: Just a week ago, Streets of Rogue celebrated its 4th birthday on Steam! That's an entire high school/college career! Since then, we've gone from version 20 all the way to version 94!

In sequel news...
I've recently added the ability for the player to place walls, floors and objects into the environment. This will likely be used to allow people to create their own home base(s), much like in other open world games such as Fallout 4, Valheim, Terraria, etc.

I've also added the ability for the engine to do diagonal/slanted walls. This was the absolute biggest tile-mapping nightmare you could ever imagine and took wayyyy longer than I anticipated, but hopefully this will allow me to create some more interesting looking structures and organic looking outdoor areas.

Since the game's development so far has mostly consisted of laying groundwork and solving the tough technical bits, the gameplay itself still has a long ways to go before it reaches anything close to a playable state. But as always, I'm happy to hear your thoughts/suggestions/hopes/dreams during this period where the game is still very malleable!

Version 94
Graphics
  • Fix for Mech's weapon not appearing properly in Home Base
  • In character creation, the rectangular Robot heads may not be given hat accessories
  • Fix for the Random Appearance button in character selection never resulting in facial hair
  • Corrected shadow positioning for Ammo Stock

UI / Controls
  • Fix for outdated trait list sometimes remaining on the left side of the screen after depossessing

Items
  • Skeleton Key no longer appears in Loadouts
  • Fix for player not being able to drop guns purchased from War Zone soldiers via Art of the Deal
  • Fix for Wrestler throwing Lamps causing Cube of Lampey to lose 2 charges instead of 1
  • Bracelet of Strength will not lose durability when hitting NPCs that cannot be damaged
  • Knife is lower on the hierarchy when the game selects a new weapon for you
  • Slave Helmet Remote is destroyed when you free a Slave
  • Fix for Taser’s recharge timer freezing if it is placed in an ATM while recharging
  • Fix for certain items not working properly when used from multiplayer client after a Continue is used

Status Effects / Traits / Special Abilities
  • Fix for Electronic players being damaged by water when in Ghost form
  • Cannibalize and Bloody Mess cancel each other out in character creation
  • Fix (again) for cases where certain removed traits could still show up in the game
  • Fix for Mech often having slightly less oil than it's supposed to if you run out of oil before refilling it
  • Lasers are not triggered if the player is Shrunk
  • Fix for empty Mech sometimes being Aligned with the player due to Random Reverence
  • NPCs who are infected with Zombiism will consistently blow up if their Slave Helmet is destroyed, rather than sometimes coming back to life
  • Playing as a custom character with The Law and Scumbag Slaughterer, scumbags will be marked as Guilty before they turn hostile
  • If a player hits a Generator and triggers it to explode, they will receive the benefits of Blaster Survivor and Blaster Master even someone else hits the Generator in the interim
  • Fix for player retaining “I’m Outtie” speed when swapping the trait for something else
  • Fix for some status effects not fully clearing when depossessing custom NPCs
  • Fix for Bartender being Loyal toward Shapeshifter following possession if Super Special Abilities have been unlocked for both characters and the mutator is active
  • Fix for status effects and traits not always showing properly on other players in online multiplayer games after Continue
  • Fix for cases where Tranquilized countdown could continue after a player is knocked out

Missions
  • NPCs in "Find Bombs" missions are marked as Guilty when the bomb is in their building
  • Potential fix for issue where bombs in "Find Bombs" disaster might not explode in online multiplayer
  • When a player is assigned to free a Slave, all Slaves in that building will be Loyal to the player

Big Quests
  • In the Goon's Big Quest, the player will not be asked to defend outdoor locations
  • Drug Dealers who are targets in the Assassin’s Big Quest cannot take a Resurrection syringe

Level Generation
  • Fix for cases of incorrectly placed Water Pumps near lakes

Artificial Intelligence
  • Fix for cases where Thief NPCs would attempt to use Stealing Glove on objects
  • Fix for custom NPCs not displaying dialogue when telling jokes or laughing at jokes
  • Fix for NPCs with Hearing Blocked being able to hear the player operating Turntables
  • Fix for cases where NPCs could move with the wrong type of physics (i.e. ice physics)
  • Fix for NPCs becoming "fans" of musician when performing certain types of important actions
  • Musician will not make requests that involve NPCs that are already employed by the player
  • Slavemasters cannot become fans of the Musician (they shouldn't leave their Slaves)
  • Mind Controlled NPCs can now use items that they have been given by the player
  • Fix for NPCs "witnessing" assassination in Assassin's Big Quest while the player is teleporting
  • Fix for Slave remaining Submissive if the player frees the Slave via hacking their helmet
  • Fix for prisoners not being able to fight one another
  • Fix for Cannibals not attacking NPCs who did not originate in the current level
  • Fix for NPCs becoming hostile toward the player for hacking Slave Helmets when they are Loyal or Aligned with the player
  • Fix for NPCs not protecting property after being depossessed
  • Freeing Slaves by enslaving their owner and then freeing them causes them to become Loyal

Text
  • Modified Big Bullets description to account for other non-bullet projectiles

Multiplayer
  • Safeguards to ensure fix of issue where host was unable to move more than a couple feet before reverting back to the previous position
  • Fix for NPCs that are Mind Controlled by multiplayer client not being able to melee-hit other players properly
  • Fix for extra damage numbers appearing over multiplayer client's Mind Controlled NPCs when they are hit
Jan 11, 2021
Streets of Rogue - Madguy
Here's another 60+ fixes for ya! As long as bugs exist, I'll keep fixing 'em, so keep those reports coming in! And in other news...

So, how's that sequel coming?
While I've still been spending most of my time working out the technical details involved with adapting Streets of Rogue's systems into a large open world (no small task, let me assure you), I did get a chance to implement a couple of new features. The first iteration of vehicles has been added to the game! No actual roads yet, but they exist, can be driven by the player, NPCs know how to use them, etc. In addition, I've begun work on day/night cycles and NPC daily schedules. These new features should open up a lot of interesting gameplay possibilities.

Stay tuned to these patch notes and in the Steam forums, I'd like to continue sharing these little progress updates with you over the coming year.

Version 93
Level Editor
  • Fix for scrolling menu disappearing if the player used the mousewheel on the Default Goal menu

Graphics
  • Fix for weapon selection sprites fading in and out too fast with vsync turned off
  • Fix for cases where highlights of certain objects could appear the opposite direction they were supposed to
  • Fix for visual appearance of certain wall tile configurations being incorrect
  • Fix for certain cases where objects might not appear highlighted when the player is next to them
  • NPCs appear transparent instead of invisible if they have Invisible while under the player’s Mind Control
  • Fix for Zombies having incorrectly colored eyes after being Mind Controlled
  • Fix for Mech Suit appearing with Gorilla head during Ape Town mutator
  • Fix for custom players potentially having incorrect eye color after entering Mech
  • Fix for Diminutive players appearing to have full-sized head after entering Mech
  • Fix for player target appearing on the screen if the player moves the gamepad’s right stick while on the quests/map screen

UI / Controls
  • Fix for cursor control not always working on quests/map screen when using a gamepad with vsync turned off
  • Fix for player continuing to rapid-fire attack after switching from rapid-fire gun to another rapid-fire gun while holding button
  • Fix for time limit sometimes appearing incorrect at the start of levels on multiplayer client
  • Fix for Mech Pilot being selected on character select if a custom character dies while piloting a Mech
  • Fix for incorrect character being selected after death when player 2, 3 or 4 had selected the Supercop/Supergoon/Upper-Cruster
  • Fix for some menus closing when the application loses focus and then gains it again (doesn't work 100% of the time)
  • Fix for a button’s text not always appearing on the character creation workshop submission form

Playfield Objects
  • Player cannot tamper with deactivated Laser Emitters
  • If a player is hoisting an object (as Wrestler) in coop mode and they fall into a hole, they will no longer be holding that object after respawning as a ghost
  • Fix for Lockdown Walls not functioning in Mixed-Up Environments
  • Fix for player being able to hide in bushes that already have someone hiding in them
  • Fix for player being able to get stuck behind certain objects while roller skating

Items
  • Players who add health-based consumables to custom characters receive 3 items initially instead of 1
  • Playable Upper Cruster now starts with Walkie Talkie
  • Players with Pacifist can't use Time Bomb and Remote Bomb
  • Player will not receive Time Bomb as a quest reward if they have Pacifist
  • Fix for War Zone NPCs not dropping items after death that they picked up on the battlefield
  • Fix for melee items in shops only having 100 durability instead of 200 on multiplayer client
  • Fix for Bear Trap and Paralyzer Trap not triggering Killer Thrower

Status Effects / Traits / Special Abilities
  • Players with Zombiism and Class Solidarity will not be able to hit Zombies and vice versa
  • Fix for cases where player could receive an upgraded version of a trait as an end-of-level reward when they did not have the original trait
  • If player with Blaster Survivor is Mind Controlling someone who causes an explosion, that explosion will not damage the player
  • Fix for Stealing Glove not working when used on multiplayer client’s character
  • Fix for player being able to get traits that were removed from the game via swapping at Augmentation Booth
  • Knockback King and Walls' Worst Nightmare cancel out Near-Harmless, and vice versa
  • If a player extorts someone who they have enslaved, the extortion will have a 100% chance to work
  • Fix for NPCs not retaining their “Extorted” status after being Possessed by the player, allowing the player to re-extort them
  • Fix for player receiving revenue from extortions after Depossessing on the first level
  • Fix for Blaster Master not triggering if one of the player's Slaves is killed and their helmet is destroyed
  • Mechs who have been Shrunk can fit through Doors and Windows
  • Fix for Clumsiness Accepted sometimes applying in cases where a player opens a door rather than breaks it
  • Potential fix for some players retaining traits that they shouldn't after possessing or depossessing

Sound
  • Fix for rapid-fire gun sound effects sometimes continuing to play if the player switched weapons while rapid-firing

Missions
  • Fix for player not receiving Alerted/Killed No One bonuses on missions where the target NPC is wandering around the level
  • Fix for quest marker disappearing from over Slave that the player is meant to free for a quest if the player enslaves their owner

Big Quests
  • Fix for cases where Crate would not spawn on Scientist quest
  • When the player has Brute Force Progress, NPCs hiding in Manholes will jump out, allowing the player to complete the quest
  • Fix for Cop Bots that are spawned as part of the Hacker's Big Quest not attacking custom characters who don't have the Laptop

Disasters
  • Ghosts are no longer removed from levels that have Radiation Blasts, Lockdown, or War Zone

Artificial Intelligence
  • Fix for NPCs who live in the same building as a quest target being classed as Guilty despite having no relationship to the target
  • Fix for cases where the player's slaves could explode when the player teleported
  • Fix for player being able to obtain Slaves when their party is full
  • If you free one of your Slaves after extorting them, they will remain Submissive
  • Fix for cases where Frozen NPCs could talk
  • Fix for Upper Crusters running away during the No Cowards mutator if Alarm Buttons do not exist

Text
  • Fixed some translation errors
  • Corrected Electro Pills description, which incorrectly stated that your punch would cause a static charge in addition to your body
  • Corrected “Continue?” description to be more accurate
  • Corrected “No Cowards” description to be more accurate

Multiplayer
  • Fix for cases where host could not move after dying
  • Fix for cases where NPCs could appear to warp to the bottom-left corner of the map for a split-second on the host
  • Improved knockback-related synchronization between client and host
Oct 15, 2020
Streets of Rogue - Madguy
Hello again! Here's a spooooky Halloween update!... Well ok, not really, aside from a couple of Werewolf references in the patch notes. Over the past month, my time has been divided between a few things:

  • Work on the open-world tech that's powering the Streets of Rogue sequel. It's getting to be in really good shape, to the point where I can shift focus to work on other new aspects of the game.
  • Good old fashioned bug fixing. As I've mentioned in earlier updates, the sequel is using the original game as a base to work from, so I try to focus on bugs that could potentially carry over from one game to the next.
  • Work on the upcoming Microsoft Store version of the game, which will be releasing next month.

Version 92
Graphics
  • NPCs in the player’s party who go invisible will appear transparent on the screen

UI / Controls
  • Fix for online game listing’s scroll position appearing incorrect when selected with gamepad
  • Fix for ice not having an effect on player movement if the player teleports onto it
  • Fix for Big Quest map markers disappearing if the NPC turns into a Werewolf

Playfield Objects
  • Fix for issues stemming from objects being hit by two sources at the same time and being destroyed
  • Fix for cases where NPCs would be given low player-interaction priority when they shouldn’t have been, making it difficult to interact if the NPC was near a door
  • Open doors are given a low interaction priority

Items
  • Auto-Equip Weapons setting no longer affects auto-equipping armor
  • Fix for certain relationship properties not being reverted when Memory Mutilator is used
  • Bartender can no longer drop or otherwise lose the Drink Mixer
  • "300 Money" in character creation costs fewer points

Status Effects / Traits / Special Abilities
  • If the player is wearing Roller Skates or is on ice, they will stop moving if they begin arresting/enslaving/etc.
  • Hacker does not have the option to Install Malware on the final level
  • Player will not receive Teleport Happy as a reward if they have No Teleports
  • Roller Skates cancels out Chaaarge in character creation
  • Fix for player not dying if they end the game while Charging with Juggernaut or Super Special Abilities
  • Fix for health loss not always being calculated properly if the player is hit while Charging with Juggernaut or Super Special Abilities

Artificial Intelligence
  • Fix for certain cases where player could not interact with their party members until entering a new level
  • Fix for Slaves sometimes continuing to do tasks after becoming mutinous
  • Fix for Slaves sometimes fleeing after becoming mutinous despite having their helmet on
  • Fix for some cases where an NPC in the Deportation Center would exit the door and the Bouncers wouldn't care
  • NPCs do not walk back and forth while they are attacking inanimate objects
  • NPCs have shorter delays between melee attacks while attacking inanimate objects
  • Player does not have the option to give items to Slaves that they have freed
  • Fix for Mobsters ceasing to mug the player when he is hidden in a bush
  • NPCs in the player’s party who have Camouflage will attempt to use it when the player becomes invisible
  • NPCs who were chasing the player for certain reasons won’t attempt to chase them through lockdown walls
  • Fix for Firefighters not being able to put out fires in Bushes
  • Custom NPCs with the Werewolf Transform ability can actually use it now
  • If you enslave a Slavemaster, you will also gain full control of their slaves
  • The player’s Slaves will become Submissive to other NPCs who join the player’s party
  • Fix for prisoners not recognizing that they can escape a jail cell if the Door Detonator on the door is disabled via EMP Grenade or Power Sap
  • Fix for cases where Submissive NPCs would become hostile toward the player if the player attacked one of their friends in certain ways, such as with Freeze Ray
  • NPCs with Electronic will not flee buildings due to spewing gas
  • Fix for cases where an NPC would begin to follow the Musician, but would not be able to bypass their own house door

Performance
  • Fix for small performance drop when Bushes are shaking

Multiplayer
  • Steam multiplayer is compatible with Microsoft Store version of the game

Level Editor
  • Fix for 'attached to wall' objects that the user places in the level editor appearing in a different direction than specified

Other
  • Full support for Microsoft Store added
Sep 11, 2020
Streets of Rogue - Madguy
Following up on last week's post, I've deemed version 91 ready for release! Thanks to all who helped me test this. The primary reason that I did a beta test before releasing this build was because I updated the Unity engine powering the game to a much newer version.

If you run into any issues with the new version that we didn't catch, please let me know!

Though the engine upgrade is the primary purpose of this update, I've also made a bunch of new gameplay fixes, as detailed below.

Version 91
UI / Controls
  • Fix for player being able to change their multiplayer username if they began a LAN game and then started hosting an internet game
  • Certain prohibited words from the bad word filter are now allowed

Items
  • Fix for players being able to give away Bomb Processor and possibly other important items as a bribe
  • Fix for Paralyzer Trap causing hostility when the player uses it on someone while invisible
  • Party members and mind controlled NPCs are no longer affected by Memory Mutilator
  • Fix for items disappearing if the player is dragging an item with the mouse, then picks up an item creating a full inventory, then attempts to drop the dragged item

Status Effects / Traits / Special Abilities
  • Fix for Antisocial not canceling out Bodyguard, even though the reverse did cause a cancellation
  • Players with The Law will not receive Friend of the Common Folk or Random Reverence as rewards
  • Fix for player being able to use Power Sap on dead robots
  • Fix for upgrades to the player's starting traits being considered non-starting traits (affects whether the player keeps them during transformations)

Stats / Unlocks
  • Fix for Mech Pilot’s big quest targets sometimes being considered Innocent

Big Quests
  • Fix for custom characters' big quests changing if they possess another custom character

Disasters
  • Shifting Status Effects disaster will not occur when playing as a character with the Courier big quest

Artificial Intelligence
  • Preventative measure to ensure dead NPCs cannot ever pick up weapons
  • Fix for Cops becoming hostile toward players who chloroform Zombies
  • Fix for NPCs walking to ending cinematic while frozen
  • Fix for NPCs becoming hostile toward player for depossessing another NPC when the first NPC is not facing the player

Text[/b]
  • “Quick and Dead” and “Inhuman Strength” trait descriptions modified to clarify that they only apply to NPCs
  • Fixed a typo in “Extra Health for NPCs” description

Multiplayer
  • Fail-safe for cases where multiplayer client could lose items and traits when loading saved game
  • Fix for random multiplayer client errors with bullets

Engine
  • Unity engine updated from 2018.2.14f1 to 2019.3.7f1
  • Only one instance of the game can be opened at once
  • Random seeds from previous versions will no longer produce the same levels as before

Version 91b
  • Fix for not being able to interact with NPCs sleeping in beds

Version 91c (September 13)
  • Fix for possessing NPCs sometimes creating a clone
  • Fix for cases where Augmentation Booth menu could disappear when scrolling
  • Attempted fix for cases where players were not able to close doors
  • Fix for cases where gamepad player who is combining items in inventory stops combining for seemingly no reason
  • Added updated localization files
Streets of Rogue - Madguy
I’ve recently updated Streets of Rogue to run on a much newer version of the Unity engine. The game appears to be in good shape from my standpoint, but I didn’t want to release this new version without seeing how it works on a variety of machines. So, I’ve decided to release this as an optional beta update.

If you’re interested in helping me test the new version, whether you're on Win, Mac or Linux, please do the following:

Right-click Streets of Rogue in your Steam library and click "Properties". Then, go to the Betas tab, and select "publicbeta". The new version should start downloading.



If you run into any bugs, send them over to me via the in-game feedback form! Assuming all goes well, I’ll roll out this update to everyone next week.

One other thing of note about this version: I’ll need to drop 32-bit Linux support, as this is no longer supported by Unity. If this is an issue for you, let me know and I’ll see what I can do.

Thanks y’all!

Version 91 beta 1
  • Unity engine updated from 2018.2.14f1 to 2019.3.7f1

Version 91 beta 2
  • Fix for multiplayer client sometimes not being able to use the elevator
  • Fix for bomb countdown clock continuing after all bombs are found
  • Fix for certain item-related dialogue choices working in weird ways
Aug 11, 2020
Streets of Rogue - Madguy
This update includes a whole bunch of fixes, as my never-ending quest to rid this game of all bugs continues. Seriously, I’ll probably be updating this thing ‘til I’m dead.

So, what else have I been up to? Well, for the past several months, I’ve primarily been focused on creating new tech for the sequel. I'm happy to say it's going really smoothly! This groundwork will allow for a MUCH more expansive, open world than the original game can muster. I’m super excited about the gameplay potential here, this will open up a ton of new possibilities. While it’ll be a very long time before I have anything official to show, I’ll continue to keep you posted on my progress with these updates. Be sure to keep sending me your ideas/hopes/dreams/etc.!

Version 90
Characters
  • Demolitionist now has Tech Expert trait
  • Accessories and facial hair cannot be placed on certain head types during character creation
  • Fix for cases where player could not interact with Mech suit due to it being "hostile"

Level Editor
  • Fix for Mech Pilot not spawning properly in custom chunks
  • Fix for Chests appearing to contain items with incorrect names
  • Fix for not being able to assign items to NPCs after placing a Safe or Chest
  • Fix for Slime Puddle not appearing when placed on top of floors
  • Fix for Mech Pilot suit sometimes appearing onscreen after returning to level editor after testing
  • Fix for potential freezes loading final level with certain chunk packs
  • Fix for mutators tied to specific custom levels remaining for the entire game if the player quit to the main menu and loaded their game on the level following the level with the mutator

Graphics
  • Fix for issue with certain shadow tiles not appearing properly
  • Fix for fist sprite appearing at the back of NPCs’ bald heads when they are sitting down and facing north
  • Fix for dizzy stars sometimes remaining over NPCs after they are cleaned up by Butler Bot
  • Fix for shadows not always appearing properly under doors
  • Fix for player appearing to keep Roller Skates on after possessing and then depossessing a Courier
  • Fix for shadow appearing under player as they are teleporting if they teleport from within water

UI / Controls
  • Added setting on Graphics menu to use software cursor
  • Fix for Killer being incorrect on stats screen when player dies due to taking an Sulfuric Acid syringe
  • Fix for cases where question mark could appear over NPCs' heads directly after starting combat
  • If a player is is "operating" an object and someone pickpockets them, they will stop operating
  • Dead Musician has higher interaction priority vs. objects around him when Bouncer goes to revive him
  • Fix for errors when selecting certain body types during character creation
  • Fix for Mech and Courier body types not always being selectable during character creation
  • Fix for greyscale versions of Mech, Mech Pilot, Courier, Robot, Cop Bot, and Demolitionist being missing

Playfield Objects
  • Fix for cases where the player would act as if they are hacking an object when they are interacting up close, typically after interacting with someone from across a counter and offering them an item
  • Fix for panic room doors sometimes closing when lockdown walls are triggered by Supercops from their hostility toward players

Items
  • Freeze Ray can now be used to put out fires
  • Mind Controlled NPCs are not affected by Memory Mutilator
  • Body Swapper is affected by Intrusion Artist
  • Fix for players being able to pick up airborne items
  • Fix for certain items repeatedly warping if placed directly on certain Flame Grates
  • Modified Walkie Talkie description to mention the fact that you shouldn’t use it in view of Cops
  • Fix for player being able to use melee weapons and not lose durability if they switched weapons before the swing was finished
  • Fix for errors potentially occurring if the player is knocked back while attaching a detonator to a door
  • Fix for rare cases where multiplayer client could be told that their inventory is full when picking up items when it is not
  • Fix for multiplayer client sometimes being able to press Remote Detonator button even if no bombs have been placed
  • Player cannot use Sticky Glove through closed, unbroken windows

Status Effects / Traits / Special Abilities
  • Slum Dwellers who are spawned for the Goon's big quest will not be Loyal due to Friend of the Common Folk
  • Penetrating Bullets are stopped by indestructible-ish objects like Steel Doors and Safes
  • If player dies while possessing someone or while having Resurrect, and they gain a level while on the ground, they will gain health from the level-up when they resurrect
  • When adding traits, Toss cancels Near-Harmless, and vice versa
  • Fix for Mind Control not working properly with Electronic
  • Fix for player being able to attempt to arrest empty Mech and Butler Bot
  • Fix for Blaster Survivor not working properly when hitting Remote Bombs while on multiplayer client
  • Fix for Class Solidarity causing custom NPCs of different varieties to be Friendly toward each other
  • Fix for cases where players could get inappropriate end-level rewards after switching characters
  • Fix for Crazy-Dizzy not occurring when Electronic players return from Werewolf form
  • Fix for Doctor being able to chloroform or tranquilize a Mech player, or an empty Mech suit
  • Fix for Flesh Feast triggering on Mech player and empty Mech suit
  • If an NPC or player is bitten or arrested while biting or cannibalizing, they will stop doing these things
  • Fix for Gangsters being able to hit members of their own gang while having No In-Fighting if another player has the opposite gang’s Big Quest
  • Explosions from Laser Emitters will never harm players who have Blaster Survivor
  • Fix for health numbers appearing multiple times when healing Musician as multiplayer client Bodyguard
  • Bloodlust and Cannibalize no longer cancel each other out
  • Fix for people who come out of Enraged state continuing to charge their Lunge/Zombie Spit/etc. attacks indefinitely

Sound
  • Fix for cases where switching between weapons with the mouse wheel would not produce a sound effect

Artificial Intelligence
  • Fix for NPCs believing that they are still in prison once the player has freed them
  • NPCs who need to be killed for Mech Pilot's Big Quest will become hostile toward the player as soon as the player attacks them
  • Fix for NPCs attempting to pick up weapons from the ground when they have no empty inventory slots
  • Fix for NPCs not sitting down in their seats when listening to NPC Comedian jokes
  • Fix for issues sometimes occurring when player asks a hired Hacker to hack a Slave Helmet
  • Fix for cases where guards would tell the player to leave a building when they hadn’t done anything wrong
  • Fix for Zombified Gorillas and Jocks sometimes trying to do special attack, resulting in an error
  • If a player kills a Slavemaster to free someone from slavery, the former slave will become loyal to the player’s followers in addition to the player
  • Fix for Cops attacking the player if NPCs who were aligned due to Random Reverence attacked the Cop
  • Fix for cases during the ending where NPCs in the crowd would speak lines that didn't make sense due to them being a robot or a hologram or something
  • Fix for Musician being teleported by Cop Bots along with player after dying, which would make them alive again
  • If multiplayer client Wrestler challenges an NPC to a fight and the NPC kills him, they will no longer follow the Wrestler's ghost
  • Fix for NPCs not becoming hostile toward the player after the player kills their friend with a cyanide/acid/nicotine-filled water pistol
  • Fix for NPCs not always bumping each other out of the way when appropriate when they stand too close

Text
  • Fixed typo in one of the credits list names

Performance
  • Lots of small optimizations and fixes

Multiplayer
  • Game is no longer using GoG Galaxy for matchmaking, as this would not have been compatible with the upcoming Windows Store version of the game. As a side effect, I sadly had to remove the ping, level number, and mutators from the match listings (to clarify, you can still have mutators, they just won't appear on the match listing as they did before). Hopefully I can find a way to bring these back at some point in the future.

Other
  • Lots of under-the-hood changes to accommodate upcoming Windows Store version of the game

Version 90b
  • Updated localization .csv files are now included
  • Fix for white square appearing at the bottom left edge of the map
  • Fix for Mech and Courier body types not appearing correctly for custom characters
  • Fix for internal errors occurring when viewing matchmaking list

Version 90c (August 12)
  • Fix for Join Internet Game screen not listing matches properly for some players
  • Fix for hacks from hired Hackers not working properly

Version 90d (August 15)
  • Fix players sometimes not being able to join online matches after quitting and joining another game

Version 90e (August 16)
  • Fix for visual glitches in split-screen mode

Version 90f
  • Fix for players with long Steam names being prevented from hosting or joining online games
Streets of Rogue - CM Peligro
Hello everyone!

The summer heat is on, and we at tinyBuild wanted to do something to brighten up your day. Today, Streets of Rogue is going on a weeklong sale at 30% off.

We’ve been doing lots of interesting things recently, and I wanted to take the opportunity to highlight some of the things we’re working on.

Specifically, on August 13 (that’s next week!) we are launching Kill It With Fire - a physics comedy game about exterminating spiders and burning down your house in the process. It’s a very lighthearted game the alphas of which have had 90%+ ratings on Steam.


The game is on Pre-Order that allows you to save 10%, or you can simply Wishlist it! We greatly appreciate it.

https://store.steampowered.com/app/1179210/Kill_It_With_Fire/
Streets of Rogue - Madguy
The Streets of Rogue Character Pack adds six new playable characters, each with their own unique new abilities and quests:
  • Mech Pilot: Pilot your very own mini-mech and slaughter all of the city's creeps, RoboCop style!
  • Courier: Strap on a pair of roller skates and speed around the city delivering packages!
  • Alien: Use your mind control abilities to make the city's denizens do things that probably aren't good for their health!
  • Goon: Do your job! Defend buildings from invaders and attain the rank of Supergoon!
  • Bouncer: Become a bodyguard and keep a semi-famous Musician safe and sound!
  • Demolitionist: Craft tons of remote-detonated bombs, then plant them around the city, causing mass chaos!

All characters are unlocked right from the start. The new character traits and abilities can also be used on your custom-made characters.

https://store.steampowered.com/app/1285810/Streets_of_Rogue_Character_Pack/



The Character Pack DLC is currently 20% off for its launch sale. Check it out and let me know what you think. As usual, I'll be keeping an ear out for your bug reports and suggestions.

Side note, this DLC will be coming to the console versions as well. I don't have an exact time frame for this at the moment, but keep an eye out.

In addition, Streets of Rogue has been updated to Version 89. Patch notes for this can be found below.

Please stay safe everybody!

Version 89
DLC
  • Added support for Character Pack DLC

Courier
  • Roller Skates (Trait): Allows you to travel very quickly, but with some loss of movement control.
  • Delivery App (Item): Use this to start delivering packages.
  • Courier Package (Item): Deliver this from one spot to another, and don't let it break!
  • Side Hustling (Big Quest): Deliver a bunch of packages using the App, but be SUPER QUICK about it!

Alien
  • Mind Control (Special Ability): Shoot a blast of energy that explodes on contact. Anyone within the radius becomes Mind Controlled by you. During this time, you take control of their bodies, but cannot move your own.
  • Near-Harmless (Trait): Can’t use weapons, fist only does 1 damage
  • Homeward Bound (Big Quest): Collect parts for your broken spaceship from vending machines.

Goon
  • Wrong Building (Trait): When you trespass in a building, owners who would normally become hostile become annoyed instead.
  • Guard Duty (Big Quest): Speak to the owner of a specific building and protect that building from a bunch of invaders. Bonus cash if the owner survives. Winning this Big Quest allows you to achieve the rank of Supergoon.

Mech Pilot
  • Ride Mech (Special Ability): A Mini-Mech appears next to you when you start levels, which you can ride.
  • Mech Key (Item): Use this to start the Mech.
  • Laser Cannon (Special Ability for Mini-Mech ONLY): Shoots lasers, which are quick and not very powerful. But, they recharge, so you've always got a gun on hand.
  • Oil Reliant (Trait for Mini-Mech): Health can be restored by Oil Container or Ammo Dispenser.
  • Bulky (Trait for Mini-Mech): Can’t fit through doors or windows, speed is set to 1.
  • Scumbag Slaughterer (Trait for Mini-Mech): Unlawful citizens will attack you when they see you if you’re riding the Mech. They don’t care about the Mech Pilot.
  • Cops Don’t Care (Trait for Mini-Mech ONLY): Law enforcement won’t take actions if you attack citizens or vice versa, or commit other crimes, as long as you’re in the mech suit.
  • Brute Force Progress (Big Quest): Neutralize every unlawful citizen. That means Thieves, Drug Dealers, Gangsters, etc.

Bouncer
  • Stomp (Special Ability): Stomp the ground to make everyone in the nearby radius Dizzy. Costs some health.
  • Bodyguard (Trait): A Musician follows you everywhere. Make sure not to let any harm come his way!
  • Electro Tether Vest (Item): Hurts you if you stray too far from the Musician.
  • Blood Transfusion Kit (Item): Allows you to transfer health from yourself to the Musician, or revive him when he dies.
  • Bodyguarding (Big Quest): Make sure the Musician doesn’t die too many times.

Demolitionist
  • Bomb Processor (Item): Put in random stuff from your inventory to craft Remote Bombs.
  • Remote Bomb (Item): Plant these wherever you want.
  • Remote Bomb Trigger (Item): Use this to detonate the Remote Bombs you've planted all at once.
  • Rubble Rouser (Big Quest): Destroy a certain number of walls in the level.

Level Editor
  • Fix for toolbar slots disappearing if the player quits Play mode in the level editor and then returns to Play mode

Graphics
  • Fixed a small error with the Alien's coloring
  • Fix for NPCs displaying incorrect eye sprites after being electrocuted

Items
  • Melee weapons do not lose durability when hitting Butler Bot
  • Butler Bot cannot be tripped with Banana Peel
  • Butler Bot cannot be targeted by certain items like the Walkie Talkie
  • Fix for not being able to shoot Ghost Gibber through broken windows

Status Effects / Traits / Special Abilities
  • Alien can no longer be Zombified

Combat
  • Player does not auto-aim toward Butler Bot

Stats / Unlocks
  • Fix for player receiving election points from NPCs that are brought from previous levels

Missions
  • Fix for optional Neutralize missions not being considered Complete if the target is Zombified before the mission begins

Big Quests
  • Fix for Shopkeeper Big Quest sometimes assigning player to retrieve Gas Mask, even though these do not drop when the NPC is killed

Level Generation
  • Fix for a small wall collider sizing issue

Artificial Intelligence
  • Fix for NPCs not acknowledging a problem if you try to hand them an item when their inventory is full
  • Fix for NPCs continuing to follow the player if their Slave Helmet blows up while they are invincible

Version 89b
  • Fix for cases where DLC traits and abilities were not available in character creation
  • Fix for Mech starting with full health at the beginning of each level
  • Fix for Bulky and No Teleports appearing in as rewards
  • Ammo Processor is no longer a prerequisite for the Bomb Processor
  • Player can purchase Oil Container from Loadout Machine as well as Ammo Dispenser
  • Fix for “Roller Skates +” text appearing incorrectly
  • Fix for bodies of water filling Laser Cannon
  • Fix for Mech Pilot Super Special Ability text not appearing properly on Stats screen when riding Mech
  • Fix for several interactions between the player and NPCs that involve the transfer of blood while Oil Reliant
  • Fix for NPCs for Goon Big Quest sometimes spawning inside walls
  • Fix for Musician sometimes wandering off randomly instead of pathing to the object/person they were supposed to interact with
  • Fix for characters with Vocally Challenged not being able to use Mech
  • Fix for Mind Controlled NPCs pausing near Fire Spewers, Trains, etc.
  • Fix for Roller Skates ceasing to work properly after Quick Escape Teleporter fires
  • Fix for Roller Skates ceasing to work properly if player teleports from water
  • Fix for Aftershocked and Safe Stomp not having proper description text
  • Fix for player’s Alien’s Ship Piece count becoming lower when the vending machine from which it was retrieved is destroyed
  • Fix for Zombies sometimes becoming hostile toward an empty Mech Suit
  • Fix for Supergoon having incorrect description during character select
  • Laser Cannon ammo does not recharge when the player leaves their Mech
  • Courier receives a bit more time to deliver packages
  • Fix for Supergoon appearing in the Character Creation Big Quests list
  • Fix for ending text not appearing fully if the player asks for the Mayor’s Hat while Mind Controlling him
  • Bouncers, Shopkeepers and Drug Dealers and their friends will not be secret Bounty Hunters or have an Ideological Clash when the player is a Bouncer, since the Musician may need to see them
  • Fix for Laser Cannon Empty sound effect sometimes playing at inappropriate times
  • Updated localization csv files for custom translations

Version 89c
  • Fix for loading sometimes getting stuck at 62% (REALLY SORRY ‘BOOT THAT ONE)
  • Fix for player not being able to exit Mech when loading a saved game from a previous build

Version 89d (May 1)
  • No Teleports trait added for all players, not just DLC
  • Fix for issue that would sometimes cause multiplayer client to freeze at the beginning of levels with the map zoomed out
  • Fix for Mech sometimes dying on multiplayer client and turning into Werewolf
  • Fix for Mech having incorrect health if client died while in their partner’s Mech suit
  • Fix for multiple empty Mechs sometimes spawning if multiplayer client loses all health while in Mech suit
  • Mech trait Cops Don’t Care will allow you to bypass Cop Bots’ security beams (will not work on saved games from previous versions)
  • Fix for cases where multiplayer client could gib an empty Mech by giving it oil
  • Fix for Mech health bar sometimes displaying as full when it was actually empty
  • Fix for cases where Wrong Building did not work properly and owners become hostile when they should not
  • Fix for NPCs getting hostile if you open red doors with Wrong Building
  • Fix for player being able to interact with Loadout Machine when it is busted
  • Fix for Bomb Processor not coming with Bomb Trigger when received from Loadouts
  • Musician does not make requests of the player on the final level
  • Player cannot command other NPCs to attack empty Mech or Butler Bot
  • Fix for player not being able to interact with objects and NPCs when there is a non-interactable item nearby (such as a remote bomb that has been planted)
  • Fix for Blood of Steel trait not appearing yellow on end-of-level upgrade list
  • If the player somehow forces the Musician to become hostile through means other than ignoring their requests, the Musician will not remain hostile upon death
  • Player receives Indirect Kill points if the NPC they are Mind Controlling dies
  • Fix for Mech Super Special Ability text indicating that the Mech could not normally teleport
  • Updated Translator description to reference Aliens
  • Fix for “Roller Skates +” having incorrect description
  • Updated CSV files

Version 89e (May 2)
  • Fix for selecting Loadouts for players 2-4 in coop mode sometimes causing the game to freeze during load
  • Altered the start of Mayor Village so that Mech can fit through the gate
  • Fix for cases where they player could not hit NPCs invading for the Goon Big Quest if they had specific traits
  • Fix for multiplayer client not receiving Big Quest points for destroying walls in certain ways
  • Fix for player getting money for Goon Big Quest if the surviving friendly NPCs are Zombified
  • Fix for some recipients of Courier packages being Bounty Hunters or having Ideological Clash
  • Fix for Player 1 instruction text on character select screen appearing in the incorrect position in coop mode

Version 89f
  • Matchmaking system can now show 250 lobbies instead of 100, which might solve issues with people not being able to find their friend’s game
  • Potential fix for player sometimes not receiving package after delivering a package to an NPC, and not seeing an arrow on the minimap
  • Potential fix for player sometimes not being able to interact with Musician on the ground
  • When entering a new level, Musician does not become hostile if you hadn't taken him to his destination before exiting the previous level
  • Fix for Musician sometimes saying "E_BodyguardedNeed"
  • Fix for cases where Goon could fail his quest at the beginning of a level
  • Fix for player being able to use Sell-O-Matic after it is broken
  • Fix for Goons on final level guarding Mayor telling you to step away from the Mayor when you are not in his vicinity
  • Fix for Butler Bot and empty Mech becoming Hostile in "Everyone Hates You" mutator
  • Fix for empty Mech walking to Podium during ending on its own

Version 89g (May 4)
  • Rewrote a bunch of code for the Mech ability “Bulky” so that this will work more effectively and result in fewer glitches
  • Fix for Goon quest NPCs not becoming Friendly toward the player if the quest requirements have changed
  • Fix for Goon quest NPCs not being able to start quests on multiplayer client if the quest requirements have changed
  • Fix for player not always needing to discover Goon quest NPCs on multiplayer client
  • Fix for Goon quests sometimes failing at the start of levels on multiplayer client
  • Fix for Goon big quests sometimes failing to reassign the quest properly if something happened to the first questgiver
  • When Goon big quest begins, all owner NPCs in the building will stop sleeping
  • Fix for Mech Big Quest "Scumbags" becoming unkillable if they become Aligned and you have No In-Fighting
  • Fix for Mech Suit not spawning when playing as a custom character with Ride Mech and Bodyguard
  • Fix for player being able to command Musician to Stand Guard/Attack when using "All Attack/Stand Guard" on another NPC
  • Mech Pilot will not receive Lockdown disaster. If a Mech somehow does end up in these levels, Cops will not bother him
  • Fix for Lasers setting bodies on fire if the player was holding Flamethrower at the same time
  • Fix for player’s death method not being correctly identified as Laser Cannon when this is how the player is killed
  • Fix for custom characters with Oil Reliant not being able to restore health using Oil Container or Ammo Dispenser
  • Fix for Mech Pilot having incorrect dialogue when interacting with another Mech while suited up
  • Players with Near-Harmless cannot receive Knuckley as an upgrade
  • Sneaky Fingers allows the Alien to collect ship parts undisturbed
  • If someone you are mind controlling attacks someone who saw you hide in a bush, that person will become hostile toward you
  • Courier cannot begin Big Quest if the local ATM has been made non-functional
  • Bomb Processor cannot be received as a quest reward or loadout item
  • Bomb Processor, Remote Bomb and Remote Bomb Trigger cannot be stored in ATM Machine
  • Remote Bomb Trigger can't be cloned
  • If player receives Bomb Processor through the Item Teleporter, they will also receive the Remote Bomb Trigger
  • Fix for NPCs continuing to dance after being Mind Controlled
  • Mayor and Clerk in Mayor Village can still be talked to even if a custom Podium chunk was not built correctly and the election can't take place
  • Fix for players with Mugger and Wrong Building causing annoyed owner NPCs to become hostile when attempting to talk to them
  • Fix for issues that could occur of Haterator or Hypnotizer is used on Musician
  • ATM Machines are no longer placed inside buildings
  • Mech Pilot only needs to kill a maximum of 25 Scumbags per level for Big Quest
  • Fix for further instances where NPCs could become hostile toward empty Mech
  • If save data somehow becomes corrupted, it will be copied to the “Corrupted” folder where your saves are stored. If this occurs, please send the file to me!

Version 89h
  • Fix for Mech movement issues introduced in the previous build
  • Vampire and Thief NPCs cannot pickpocket/bite the same person more than once

Version 89i (May 6)
  • Fix for Cops getting annoyed at Mech for knocking someone into an object and breaking it
  • Fix for player not needing to drop Time Bomb and Remote Bomb when going through blue lasers
  • Altar is no longer interactable (for now, maybe one day)
  • Fix for multiplayer client not receiving skill points for Master of Disaster when destroying walls with items such as Grenade, Molotov Cocktail, and Remote Bomb
  • Fix for players not receiving skill points for Master of Disaster when destroying objects with fire that didn’t come from Flamethrower
  • Fix for player being able to duplicate the Mech Key if they spam entering and leaving the mech
  • Fix for multiplayer client being able to duplicate their Mech if they spam entering and leaving the mech
  • More preventative measures to ensure player cannot spawn multiple Mechs during online play
  • Fix for Share the Health triggering for Musician after he has died
  • Fix for NPCs becoming hostile toward the player if their friend is Mind Controlled by the player while the player is invisible
  • Fix for Goons sometimes believing themselves to be in Prison and ignoring the player (particularly those in Banks) when a nearby Panic Room door from a different building was closed
  • Fix for NPCs with Power Walker sometimes destroying walls and objects far away from their body
  • Multiplayer client’s mech will disappear if they exit the game
  • Fix for a circumstance where player would not respawn as ghost after death due to an error with one of their items not spilling correctly
  • Fix for nasty issues occurring if more than 100 items were spawned on a level
  • Fix for freeze when loading level at 87% due to Oil Spill issue
  • Player retains Bodyguard when transforming into Werewolf, getting into Mech, or Possessing someone
  • Fix for starting traits that are carried over to new form when Possessing/Werewolf Transforming/Mech Riding not appearing on character sheet
  • Fix for player not being able to walk off the north border of the map
  • Attempted fix for cases where player is able to get through doors as Mech
  • Fix for player with Wrong Building walking into building after knocking on the door, and NPCs telling him to leave despite not seeing him yet
  • Fix for player getting “Killed No One” bonus if a person they Mind Controlled was killed while under Mind Control
  • Fix for Remote Bomb Trigger appearing in Loadout Machine
  • Fix for player not being able to give Blood Bag to their Vampire followers
  • Fix for player being able to give Blood Bag to non-Vampire followers
  • NPCs who are Aligned/Loyal to the player will not become Hostile toward the Musician if the Musician becomes Hostile toward the player
  • NPCs who are Aligned/Loyal to the player and become Hostile toward the Musician, will not remain hostile after the Musician dies and revives
  • Hitting a Remote Bomb with a melee weapon will cause it to explode
  • Alien can collect ship parts from machines that are broken
  • Fix for Power Walkers not working (89i2)

Version 89j (May 8)
  • Removed a number of items from the Rewards list in the Home Base that would never actually show up as rewards in-game regardless of whether or not the player had disabled them
  • Musician may give you a reward for your trouble when you take him to his destination
  • Musician may attempt to find his desire once he gets too annoyed instead of attacking the player
  • NPCs may occasionally fawn over the Musician and join your party
  • Bouncer Big Quest can be completed if he dies under 20 times during the game instead of under 15. Other similar requirements are more lenient as well.
  • Stomp does slightly less harm to the player
  • Fix for Musician continuing to be hostile toward other players after dying and resurrecting
  • Musician is Aligned with other players by default instead of Loyal
  • Fix for Musician's quest marker not appearing in local coop mode
  • Fix for player teleporting without Musician if the Musician was walking back to the player after fulfilling one of their desires when the teleport took place
  • Musician's body cannot be moved from the spot where he fell down by hitting him
  • Fix for Laser Cannon Empty sound effect playing when right-clicking over certain interface elements
  • No In-Fighting and Class Solidarity do not apply to Mind Controlled NPCs
  • Player cannot interact with objects and items next to them while Mind Controlling
  • Fixed the incorrect Spanish translation for Sucker
  • More fixes to ensure Mech can't get through doors
  • Oil Container cannot be used as weapon by players who have Oil Reliant
  • Fix for custom characters who have Oil Container as a starting item, but not Oil Reliant, not being able to drop Oil Container
  • Fix for NPCs becoming Arsonists when they have a trait like Pacifist, which makes it impossible for them to throw Molotov Cocktails
  • Fix for Assassin appearing twice in Big Quest menu when DLC is installed
  • Fix for Oil Container count not dropping visually if the player quick-heals while Oil Container is on the toolbar
  • If the player chooses the Bouncer Big Quest for a custom character and does not have the Bodyguard trait, the quest will fail
  • Fix for German translation of ‘ammo’ being incorrect
  • Bulky is no longer available for custom characters
  • Mind Controlled NPCs can knock on locked doors
  • Added more cases where Mind Controlled NPCs can use keys on doors
  • Mayor will spawn into final level even if custom chunks screw up where he was supposed to spawn
  • Cannibal will not be assigned to cannibalize Werewolves for their Big Quest
  • NPCs who are spawned for Goon’s Big Quest will not be aligned as a result of Random Reverence
  • Fix for player not being able to command Upper Cruster zombies to attack
  • Mind Controlled NPCs have different colored eyes
  • No In-Fighting and Class Solidarity will not prevent player from attacking NPCs who are in their party
  • Alien’s “Collect Part” button appears beneath other buttons to avoid the player having accidental mishaps
  • Fix for cases where NPCs following the player could get weirdly close
  • Updated CSV Files
  • Fix for Musician reward drops not functioning properly (89j2)

Version 89k (May 15)
  • Adjusted Roller Skates physics to feel less floaty and heavy
  • Increased Courier Big Quest time limit difficulty a bit to compensate for new Roller Skates physics
  • Courier can continue delivering packages if a package gets broken, but they will receive no money and less time on delivery, and the delivery will not count toward Big Quest
  • Greatly improved combat against NPCs for Mind Controlled NPCs on multiplayer client
  • Mind Controlled NPCs now auto-aim a bit if they are facing in the general direction of a target
  • Goon starts with No In-Fighting. Blends In Nicely has been removed
  • Goon starts with Knife and Kill Ammunizer
  • Ride Mech now costs 16 points in character creation instead of 20
  • Bouncer starts with Mini Fridge
  • DLC characters can be added to custom campaigns. Players must have the DLC in order to start the campaign. However, players without the DLC may still join online games that use the campaign
  • Certain disasters will not appear if you have the Bouncer's Big Quest
  • Better AI for when player destroys an NPC’s door
  • Fix for multiplayer client’s Laser Cannon ammo being restored when exiting and re-entering a Mech
  • Fix for Bodyguard starting items being duplicated if the player Possesses someone
  • Fix for cases where NPCs could knock on doors while inside buildings
  • If player exits a level while a fan is following the Musician, the fan will become Friendly toward the player instead of Neutral so as not to hurt electability
  • Fix for Giantized Mech sometimes being able to walk through doors of Steel buildings
  • Fix for Lockdown Walls not working in non-Uptown levels when using Mixed-Up Levels
  • Player receives Indirect Kill if a Mind Controlled NPC is killed within 5 seconds of Mind Control ending
  • Fix for cases where Memory Mutilator could be used multiple times and not disappear from inventory
  • Removed “Are you sure?” when choosing to run for mayor, since some people apparently were not seeing this. Also moved the Run for Mayor option down a few slots so it’s less easy to press it by accident
  • Fix for Dizzy Stars sometimes not appearing
  • Fail-safe for tutorial to ensure that player can’t die
  • Fix for game not starting properly if there are read/write issues on the player’s hard disk for the GameSettings and TechSettings files
  • Fix for “Can’t Do” sound effect playing at inappropriate point on host when delivering packages on multiplayer client
  • Fix for Bomb Processor not appearing in player’s inventory when using No Guns mutator
  • Bomb Processor starts with 0 charge instead of 1 when loaded into a custom character’s inventory or through loadout
  • Fix for cases where player could spawn more than 1 Bomb Trigger into their inventory
  • Drink Mixer and Slave Helmet Remover do not appear in Loadout-O-Matic since they are infinite use
  • Courier will not be asked to make deliveries to Deportation Center
  • Fix for player ceasing to shoot a rapid fire stream after an NPC turned into a Werewolf
  • Fix for questgivers not being annoyed with Suspicious NPCs
  • Fix for building guards not becoming hostile toward Cop and Firefighter NPCs within their property when the Cop/Firefighter is in the player’s party
  • Player can see through Mind Controlled NPC’s eyes during Rogue Vision mode
  • Fix for Transfuse Blood triggering Quick-Escape Teleporter
  • Fix for Musician sometimes dropping guns or melee weapons when mutators had been applied to turn these off
  • Fix for NPCs sometimes being too aggressive toward Mind Controlled NPCs
  • Fix for Mind Controlled NPCs on the multiplayer client sometimes attacking toward the player instead of the direction that they are facing
  • Fix for Mind Controlled NPCs being able to bump other NPCs in a certain direction
  • Added DLC call-to-action button on main menu
  • Fix for players with Vocally Challenged not being able to refill Mech or use it after it had lost health
  • Fix for non-harmful explosions from multiplayer client causing items to go flying
  • Fix for cases where NPC can die on client but not on host
  • Fix for NPCs having low interaction priority when Mind Controlling
  • NPCs who are spawned for Goon’s Big Quest will not be aligned as a result of Random Reverence (for real this time)
  • Angry mobs on final level will not be as easily distracted by noises when running to kill Mayor
  • Upper Crusters who are angry at Mayor will actually attack instead of immediately running away
  • Fix for Musician sometimes facing the wrong direction if they are teleported to the Podium at the end of the game
  • Fix for NPCs’ brains sometimes not being active for a split second after being teleported, and potentially causing them to look weird
  • Buying a round of drinks for NPCs will cause them to become friendly toward party members as well as you
  • Fix for Shapeshifter NPCs who are inside someone else’s body having white eyes instead of red once the player stops Mind Controlling them
  • Fix for Shapeshifter seeing certain head-based armor of the people they possess in the Loadout-O-Matic
  • Fix for Confused NPCs not being damaged by Barbed Wire
  • Interactions with objects will take priority over interactions with party members
  • Fix for Always Crit not working if the player takes it into a new level
  • Player cannot “buy a round” from Bartender if he is not in his building
  • “Buy a round” does not apply to NPCs who have left the bar where they started and are wandering somewhere else
  • “Buy a round” does not apply to NPCs who are under Mind Control
  • Potential fix for cases where Boo-Urn would not scare away NPCs who are far away from the player in the building where ghosts are released
  • Fix for NPCs with combat related traits such as Kneecapper causing unintended effects on people who bump into their burning body after they have died
  • If a player has Rechargeable or Addict and they transform into a Werewolf, enter a Mech, or Possess someone, their Recharge/Addict level and countdown time will be saved for when they transform back
  • Fix for Twitch “Rewards” voting not working properly for player 2’s vote in a local coop game
  • Fix for NPCs who are hit and killed by Fire Spewer not exploding when Exploding Bodies mutator is turned on
  • Potential fix for cases where NPC's arm and leg animations stop working temporarily
  • Fix for walls appearing in inappropriate spots when placing multiple windows next to each other in the level editor
  • Remote Bombs are available from the Item Teleporter
  • Electro Pill acts like Power Sap for electronic/rechargeable people
  • Any melee weapons that a character starts with will have 200 durability instead of 100
  • Melee items in loadout machines have 200 durability but remain the same cost as before, much like when they are sold from shopkeepers
  • Quest reward melee items start with 200 durability instead of 100
...