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Streets of Rogue
Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites like Binding of Isaac and Nuclear Throne, and adds free-form, experimentation-driven, emergent gameplay elements of RPGs like Deus Ex.

Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.

In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment.

Will you play as a soldier who shoots first and asks questions later?

A stealthy doctor who uses chloroform and tranquilizer darts to silently take down the opposition?

A genial bartender who can talk his way past the most intimidating of guards?

Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?

The Mighty Feature-List

Play the game YOUR way! Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered!

Random world generation and TOTALLY EXTREME gameplay variety means you can play for 600 hours and not get bored! Seriously though, go outside!!!

Super-advanced artificial intelligence that won’t put up with your crap! Outsmart these virtual humans and feel superior to your computer!

Play as over 20 (and growing!) wildly different types of characters! Bartender, scientist, hacker, gorilla — hey, your job is probably in there too!

Stupidly huge variety of items! Shrink rays, hypnotizing devices, boomboxes, bear traps, food processors.. Oh, and guns too.

4-Player online and local cooperative modes lets you brutalize goons AND loneliness!

Lead a gang, free slaves, drink beer, gib ghosts, become a vampire, shrink people and stomp on them. The most insanely varied game ever made.
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  • Version 96 + Sequel Update! - January 20 2022

    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.

    (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 95 16 July 2021

    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
    Version 94Graphics

    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
    Version 90 (12 August 2020)

    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.!
    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
    Version 89 ( 29 April 2020)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 (1 May 2020)

    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 (2 May 2020)

    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 (4 May 2020)

    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 cannot pickpocket/bite the same person more than once
    Version 89i (6 May 2020)

    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 (8 May 2020)

    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 (15 May 2020)

    • 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
    Version 88 - Bug Fixes and Future Plans (3 April 2020)

    New Content is Coming!
    While this update doesn’t contain any new content, I actually have a bunch of new stuff almost ready to drop. It’s not quite there yet, which is why I wanted to do this interim update.

    Consoles!
    For anyone who has the console versions, you may have noticed that the game is several versions behind the PC version. I really apologize for these delays. My publisher and I have had some at-times unusual certification issues that have caused major hold-ups. While I don’t have a solid update timeline, rest assured that the game will eventually be updated to match the PC version.

    Future plans!
    Streets of Rogue has now been in development for over six years, with the game being playable from start to finish for nearly two years. It's become more and more difficult to add new features to the game that are impactful, but won’t break the existing game or fundamentally change the gameplay. I’d like to take Streets of Rogue in some big new directions, but it’s tough to do so within the current structural confines of the game I’ve created.

    So, I’ve decided to begin work on a sequel!I’ll be expanding directly from the existing six-years-in-development Streets of Rogue code base. Much of this time was spent turning some extremely open-ended systems design into something that was relatively polished, as opposed to a complete janky mess. My hope is that the stability of my existing work will allow me to focus on expanding the structure of the game world (...open world?) and adding a bunch of fun new systems (...vehicles?) while spending less time on bug fixes. We’ll see how that goes!

    I don’t have a timeline for any of this. My next steps are basically “experiment with new tech and toy around with new systems”. It’ll be awhile before I have anything solid to show. I just wanted to give you an idea of what I’m up to. Frankly, I don't even have much of a design doc at this point, just a general idea of where I want to go. So if you have suggestions, always feel free to drop me a line!

    What does this mean for Streets of Rogue? While my primary focus will be shifting a bit, updates will still be coming. Since the next game will be built off the same code base as the original, I’ll be continuing to fix bugs and make beneficial changes, with the probability of some new content along the way. Streets of Rogue is never finished!

    Anyways, that's all for now. Stay safe everyone! And STAY HOME!

    Version 88

    Level Editor

    Player is shown the main menu after pressing Esc while testing a level, instead of immediately exiting the level

    Warning message appears when saving a chunk when walls are placed at the chunk edges

    Fix for yellow quest boxes appearing during gameplay when testing levels from the level editor

    Fix for NPC talk text always appearing on a single line when displayed in-game

    Fix for issues with text disappearing when creating Sign text and NPC Talk text

    UI / Controls

    Added “Alignment Circles” setting in Gameplay Settings, which defaults to On. If an NPC is Hostile toward you, a red circle will appear beneath them. If they are Aligned/Loyal/Submissive, a green circle will appear.

    Level Editor button now appears beneath Custom Campaign and Chunk Pack buttons to avoid players accidentally entering into the level editor when they did not mean to

    Fix for Big Quest slot not always displaying all text in Chinese language version

    Fix for issues aiming with certain weapons in Trackpad Mode

    Fix for new Twitch votes appearing on interface after vote has ended

    Ghosts are prevented from traveling too far outside of map boundaries

    Player will no longer auto-aim at non-functional objects such as Turrets that have been deactivated

    Fix for rechargeable special abilities appearing transparent on interface after level completion

    If voting is tied between two items in Twitch votes, the winner will be randomly selected instead of selecting the first item

    Non-Playable Characters

    Fix for NPCs not displaying user-created text on multiplayer client

    Achievements

    GoG Achievements will trigger upon completion even if they've already been internally triggered to reduce cases of people not being able to get all achievements

    Graphics

    Fix for custom character hair sometimes appearing incorrectly in Home Base

    Fix for custom NPCs sometimes appearing incorrectly when using chunk packs

    Fix for custom NPCs sometim

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  • Maximální: $19.99
  
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