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New content in the works for Streets of Rogue, sequel announced

Two big announcements!
by rawmeatcowboy
06 April 2020
GN Version 5.0

The developer behind Streets of Rogue has been extremely busy. Not only is he working on a major update for the game, there's also a sequel in development! It'll be quite some time until the sequel releases and we don't know platforms, but we do know that the upcoming content update for the original will eventually see its way to Switch. Check out full details on the sequel and the upcoming content for the original below.

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. Just take a look at the scores of Steam changelogs to get an idea of what I’m talking about. 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

Steam/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 sometimes appearing incorrectly on multiplayer client
Fix for Dizzy Stars not appearing and disappearing properly in Rogue Vision mode

Playfield Objects

Fix for exit elevator being titled "Mysterious Elevator"
Fix for Turret sometimes turning and shooting after losing power
Fix for Signs not displaying user-created text on multiplayer client
Fix for cases where objects attached to walls might not be destroyed if its wall was destroyed, but another object was attached to a nearby wall
Fix for players who do an Augmentation Booth swap sometimes getting traits that they can't use because they lack the associated special ability
Preventative measure for multiplayer client teleporting after using the level exit and not being able to exit the level
Fix for cases where Refrigerator could be made to “run” after another player had picked it up
A small noise occurs when travering broken windows

Items

Fix for Boo-Urn not working in some Industrial buildings
Increased number of cases where health items cannot be given to NPCs who cannot use them (for example, giving a Ham Sandwich to a Cannibal)
Player is blocked from giving follower NPCs weapons that they will not be able to use, such as if they have Pacifist
Fix for player not being able to throw items at NPCs hidden in bushes

Status Effects / Traits / Special Abilities

Medical Professional allows you to use Blood Bag on yourself
NPCs cannot have Addict or Rechargeable, since they have no proper way to take care of themselves
Fix for Class Solidarity causing all custom characters to not be able to hit each other, rather than just custom characters of the same type
Fix for player not being able to Cannibalize NPCs who transformed back from Werewolf form
Assassins are no longer triggered by Random Reverence
Cannibal players can no longer receive "Cool with Cannibals" as an end-of-level trait
Fix for Cannibal continuing to Cannibalize after NPC body has been gibbed by someone hitting it
On the House no longer triggers when using a Free Item Voucher
Blaster Survivor triggers for bodies that explode as a result of the player’s actions
Player cannot begin Chaaaarge while jumping
Fix for interactions with objects not stopping when the player is bitten
Fix for the player continuing to use “operating bar” when being arrested or bitten
Fix for player getting stuck if they are being bit by a player when that player loses their online connection
Fix for Lunge and Chaaarge not working properly for players who were Enraged
If the player has Bullet Breaker, their rockets will not be destroyed when hitting other bullets

Stats / Unlocks

Player receives Skill Points for successfully telling jokes
Player does not unlock Gorilla if a Gorilla dies before they are freed from their cage

Missions

Fix for Neutralize All missions potentially including Ghosts

Big Quests

Fix for certain Big Quest related events occurring during New Character Every Level, where Big Quests are disabled
Fix for Aligned NPCs that the player must kill for Big Quest not always being capable of taking hits, such as when player has No In-Fighting
Most NPCs that must be killed for Big Quest are considered Guilty

Mutators

Fix for the No Guns and No Melee mutators not affecting NPCs in custom chunks who are given weapons by the creator of the chunk
Zombies can be arrested during the Zombies Welcome mutator
Fix for Bounty Hunters keeping their Rocket Launchers concealed during Rocket Chaos (this gave them away)

Level Generation

Fix for certain cases where loading can get stuck when loading custom chunks

Artificial Intelligence

Fix for NPCs not always sitting or sleeping when they were supposed to
Fix for NPCs recognizing that the player hit them with Fireworks when the player is out of view
Fix for enslaved NPCs not following the player to the exit if they had previously been involved in a quest
Fix for Zombies becoming Submissive after being Enslaved
NPCs will not become Annoyed when a player Bites their coop partner
After player indicates that they want to run for Mayor, they are prompted “Are you sure?” Yes or No
Fix for enforcers who are spawned during the Lockdown disaster not recognizing that Lockdown is in effect
NPCs who become hostile toward someone after sleeping will walk around instead of returning to their bed and standing still
Fix for Zombies not being hostile toward the player when “Everyone Hates You” and “Zombies Welcome” mutators are active
Fix for player not being able to ask a submissive Slavemaster to hand over one of their slaves
Fix for Cops becoming hostile toward players for shooting NPCs with Water Pistol when the Water Pistol contained a positive status effect
Fix for Slaves becoming Friendly instead of Loyal if player removes their helmet with an EMP explosion or Power Sap
Fix for prisoners not becoming Loyal toward players who deactivate computers and free them from prison through the use of Power Sap or EMP Grenades
Fleeing NPCs no longer say “You’re ravaging my body!” since they may not have actually been attacked
Fix for NPCs with Suspicious who are in the player's party being told to leave the Deportation Center when the player is teleported there
NPCs are less likely to engage in combat while they are attempting to exit the level
Fix for NPCs not reacting negatively to NPCs with Malodorous who had come from previous levels

Text

Added proper localization for lots of text that was added post-launch (previously some of this had been Google-translated)

Version 88b

Fix for NPC state indicators not working properly, which could cause issues particularly when tranquilizing NPCs

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