Saturday, December 11, 2010

Alpha 6 release!

Check the download page.

Changes :
New major concepts : personal enemies, murders and murderers, law enforcers and followers trust.
Bunch of bug fixes.
Modified how smell works.
Rebalanced skills and upgrade.
Flavor : Fun Facts, NPC emotes.
Various rebalancing, fixes and AI improvements.

1 Zombified male was created as a zombified female instead.
2 Soldier followers bumped into generators.
3 Player could always break stuff with the break command.   
4 Dying in the sewers with a follower crashed reincarnation if option "Can Reincarnate to Sewers" is off.
5 If you spawned as a slow actor (eg: undead zm) you will not get messages for actions done by actors who get to act before you on turn 0 (eg: getting shot by cop).
6 Flawed spawn logic for undead player.
7 Follower selection menu did not work properly.
8 Looking at a live grenade crashed the game.
9 Armor now drawn on top of torso decoration; might give some funky looks (eg: armor on top of coat).
10 Policeman and male civilians were both named as "man" in post-mortems.
11 Manual : default key for city information is "i" not "m".
12 System.InvalidOperationException: killing deadGuy that is already dead.
13 Reincarnation messed up CUF script. (eg: a zombie could block the stairs forever).
14 Shoving allowed an actor to enter an otherwise unpassable tile.
15 Simulating did not check properly for events.
16 Actors with natural speed over 100% who sleeps can act right after starting to sleep.

New: Personal Enemies!
- Read the manual.
New : Murders and Law Enforcers!
- Read the manual.
- New Order : "give me...".
- New concept : Trust. Read the manual.
Smell sense
- Smell only adjacent and center tiles (FoS/smell = 1 in old system).
- Smell rating now means lowest scent detectable as % of strongest scent possible.
  eg: 100% means will smell all scents.
       50% means will smell only scents above 50% of max value, that is quite fresh scents.
       10% will almost be "scent blind".
- This means :
  - no more "x-ray scent scan".
  - undeads with poor smell will be more susceptible to loose track of their prey.
  - undeads with poor smell rely more on the noses of ZMs/rats.
  - ...and so more packs led by ZM.
  - importance of clever use of rain & stench killer increased.
  - slightly better undead AI performance, since needs to scan only adjacent tiles.
Map Generation
- Rebalanced Housing rooms type distribution.
- Much more food in houses.
- All Shops start with shelves full of goodies.
- CHAR Offices have canned food only rather than a mix of canned food and army rations.
- Less cars.
- Hospital storage has also some canned food, all items there are full stack.
- Zombie rats in basements.
- Building zones extended to cover doors/windows (good for ai & orders).
- Walkway around buildings are zones (good for ai & orders).
- Try to spawn zombies outside (so most of the initial wave will most probably get shot by cops)
- All gangs size down to 8 (was 10).
- Gangsta will show up a bit longer.
- Rebalanced and redone army supplies logic - will be less frequent and drop smaller packages.
- Rebalanced and redone refugees logic - more on city borders, less in center, default everywhere else.
- National Guard less likey to intervene.
Skills & Upgrading
- Max skill level up to 5 (was 3) - only exception is Hauler.
- Upgrade : choose from 5 skills (was 3).
- Rebalanced skills to account for the new max.
- New Skill : Charismatic - gain trust faster and get more trade offers.
- New Skill : Unsuspicious - law enforcers might ignore you.
- All living actors always upgrade each morning (was previously limited to civilians with a % chance).
- Double potential damage when attacking a sleeping target.
- Rats NPCs can use exits (see AI).
- "Zombie" branch renamed "Shambler" to avoid confusion.
- Rebalanced undeads.
- 2 new unique actors.
- Pills stacking limit increased to 20 (was 10).
- New Item : Police Radio - see all the police on the map.
- Tells how many actors you murdered.
- Death reason is "murdered" if you happen to be... well murdered.
- Fun Facts.
- Fun Facts.
- Optimized actor turn ordering.
- Optimized memory usage.
- New simulation algorithm - faster & more accurate.

- New command : Make personal enemies (default Ctrl-E); designate actors as personal enemies.
- Player personal enemies are highlighted on the map :
  red    : mutual enemies.
  orange : the other actor considers the player as enemy, but the player do not.
  yellow : the player considers the other actor as enemy, but the actor do not.
- Break/Attack through exits with the wait key when asked for a direction (NumPad5 by default).
- Player or follower actor description say if made personal enemies.
- Trusting follower : light blue; Untrusting follower : dark blue.
- Follower actor description shows trust level and if trusting murders committed.
- PC cops can see number of murders in actor description.
- Yes/No prompts : ESC key also works for No.
- When simulating refresh screen only 1 time per second.
- Simulating show turns simulated per second, as a performance counter - keep in mind that lower sim rate means higher tps.
- Colored say and emotes messages so they are more noticable.
- "Barricade mode" says "Barricade/repair" - some players might have overlook that you can repair fortifications!
- New gfx for new stuff.
- Updated manual.

- New option : "Aggressive Hungry Civs" - enable or disable aggressive behavior of hungry civilians (default is on).
- New option : "Event - National Guard" - how likely the NG is to show up. See the manual for exact meaning.
- New option : "Event - Supplies Drop" - how likely are supplies drop to happen. See the manual for exact meaning.

- CivilianAI : hungry civilians without food will attack people for food (carrying or standing on food); followers never do this on their own.
- CivilianAI : more aggressive, now charge enemies if they want to.
- CivilianAI : don't wait for starvation to push objects/attack barricades, they start doing it when hungry.
- CivilianAI : reordered behaviors so followers close doors and windows behind them.
- ZombieAI : attack enemies blocking exits (in addition to already attacking blocking objects) - no more "sleeping on stairs" exploit.
- ZombieAI : will explore stairs/ladders more.
- ZombieAI : ZMs will more actively push objects, opening up paths for other zombies.
- RatsAI : will now follow living scents through exits - means they will leave sewers to chase livings.
- SkeletonAI : has a chance to passively wait rather than wandering.
- AI leaders try not to leave followers behind - npc groups have better cohesion.
- Bikers are not interested in trading or picking up ranged weapons - melee fighters.
- JM is free to wander and is more dangerous.
- Improved FightOrFlee and ChargeEnemy behaviors.
- Modified exploration behavior.
- Rewrote smell & tracking related AI due to rules change.
- AIs won't flee through exit if their leader is not on the destination map (eg: they won't left you behind when fleeing).
- AIs will use exits to follow someone.
- AIs warning message for sleeping friends more explicit : "wake up !" instead of "warning!".
- AIs won't warn someone if it is itself adjacent to an enemy.
- Improved skill upgrade choice.
- Improved use of pills.
- Improved large fortification build logic - will tend to make lines anchored on walls.
- AIs might emote (saying stuff or posturing) in some situations; funny and might help understanding what those retards think they are doing.
- AIs more interested in expired food.

- All actor graphics (Actors and Actors\Decoration) are now 32x32 rather than 24x24.
- Data files incompatible with previous versions due to changes : Skills.csv, Actors.csv, Items_Trackers.csv.
- Better modding readme doc.

- Asymetric FoV.

Have fun!
And remember, die with a smile!

End of post.


  1. good job rougedjack, your development speed is unheard of! well,there goes my weekend. :P

  2. :O
    so much goodies! good job, mate. and good weekend for me yay =D

  3. thank you mr roguedjackfor making this wonderful awesome game. yay time for zombie hunting!!

  4. there's no rsconfig.exe in this version, intentional?

  5. Ermmm. No 8-/
    I can't be arsed to re-upload the whole things, it took me hours.
    I'll add it as a separate download.

  6. Hotfix up.
    Sorry for the inconveniance.
    Pardon aux familles. Toutes mes confuses.

  7. Excellent work! Small issue though... I don't know if this is intentional, but if you kill a hungry survivor in self-defense, the game labels you as a murderer and the cops come after you.

  8. Loving your game, man, keep up the excellent work. I'm started a sort of game playthrough story over at IndieGames:

  9. Great work RoguedJack, game continues to get more awesome with every update. Happy holidays, hopefully Santa Claws brings you everything you wish for!

  10. @Teddy : WAD (it's normal). it's kinda unfair but... fun!?

    @Mike : nice!

    @PHP : thanks for the kind words, happy brains to you too!

  11. Now all I wish for is to be able to mod this to a greater extent.

  12. Awesome update, game is always epic and fun, Can someone tell me the key to attack survivors for no reason please?

  13. Sorry i found it, wow i suck at reading

  14. I was hoping to be able to mod ammo.
    But you didn't added it. >:C
    Still, great work(again)!

  15. omg what an update !!!

    i can see that rogue survivor begin to be as awesome as Dwarf Fortress !

    Thanks !

  16. So where are the 2 new uniques at?

  17. So you're not going to change it? You either let the hungry survivor kill you or get chased by cops?

    Also, I dropped food for someone who was attacking me for food and they ignored it and kept on attacking me.

  18. @Josh I'm pretty sure you have to give it to them, not drop it

  19. Great update.

    Only problem I'm having is sometimes I reincarnate as a prisoner, so there is nothing to do except kill the person since they can't leave the jail cell.

    Also, the self defense = murder is a bit silly.

  20. Jason Myers is just adorable now, i can't bring myself to kill him.


  21. Read about your game on RPS. I'm having a great time with it, keep the updates coming. :)

  22. @angry hungry survivors
    It's pretty simple really.
    1. Those angry people want food.
    2. Either :
    2.1 Give them food.
    2.2 Drop food and let them take it. DO NOT STAND ON IT as they can't take it. Remember they also have to see it to take it.
    2.3 They don't give a fuck about rotting food, they are not that stupid.
    3. Once they start attacking you (red border), it's too late.
    4. If all fail and you don't understand why they attack you, post screenshots, send me the save. Maybe its a bug. I doubt it I playtested this quite a lot.
    5. You can always disable the option.

    I drop/give food the time in my test games and it works.

    You can break the gates since alpha 5.

    Would "manslaughter" be a better word for it then?
    I could add the self-defense thing, but it comes with a price (memory and processing).

    Some people already found them.

  23. I don't know how long this bug has been here, but if you wait(W) on stairs and are attacked from another level, you will not stop waiting.

  24. Yay another update to keep me occupied for my sunday, great!

    On an unrelated note, did you made your tiles & sprites yourself or did you took them from a website? It could help me with my own project, finding non fantasy tiles (not those used by rpgmaker, in other words) is kinda hard.

  25. @Furbeh Mmmh. Getting attacked should stop the wait no matter where it comes from. I'll check that.

    @SK All media by me, this includes gfx. You can reuse them if you want, as long as you give me a little credit.

  26. is real hard now to survive....

  27. @Serial Kicked:
    Yeah, it's much easier to make your own tiles, because this way you get exactly what you want.

  28. +1 for not counting self-defense kills as murder.

  29. @Deon : i'm a code monkey, i couldn't draw to save my life.

    @roguedjack: I don't like the idea of reusing tiles from an existing game, so I think I'll keep what I am currently using. Thanks for the offer, anyway, and yeah you'll get credits if i change my mind and borrow a sprite or two.

  30. Love the update, but I think the basements being full of rats is a bit much. Now that stores and homes have more items, there's rarely a reason to ever go underground.

  31. The reason to go underground is if you've taken 'light sleeper' skill, and nearby fighting is preventing you from sleeping; sound does not pass through to other levels.

  32. Basements have only a handful of rats.

  33. Is there a way to play old saves (from alpha 5) on alpha 6?

  34. I got killed by Lars Ulrich's zombie.

    I always knew there was something about him... \m/

  35. this new version is frustrating, just too hard

  36. I just wanted to say that I think this game is really amazing.

    I'm a big fan of Roguelikes overall... I play alot of them, both on the PC and on console/handhelds... and I already consider your game to be one of the best 3 games of the genre that I've ever seen. And this new update made it even better.

    Great work, cant wait to see what future updates bring... I'm following this one closely now.

  37. I love the fact that you can take control over your killer, I'm now a CHAR officer making a crack squad of other CHAR officers. Soon I will go into the sewers and see about fighting that monster...

  38. Are we ever gonna be able to push things down or up stairs?

  39. i'd like higher limits on things like reincarnation and inventory spaces not going weird after you get too many

  40. I finally got time to try out version 6 and it's a lot of fun! I do have to agree with allowing self defense - just turning off the option removes the danger of fellow survivors turning on you.

    That being said I've noticed something - don't know if this is intended or not.

    If you make an enemy of someone who is screaming at you to give them food and heading towards you, make them an enemy of them first. They'll yell at you and then run off without trying to kill you.

  41. Depends if he is confident in fighting you or not.
    He was trying to intimidate you into giving food. If you don't give in to his threats, fihgting you might not be an option for him.

  42. Hey guys! I hear that this is a great game and all, but it just doesn't seem to want to work on my laptop. I've tried all of the suggestions on the readme and scoured online, but no luck. So doe anyone else (I'm using XP BTW) have a solution to the no start-up problem? The error message is "Rogue Survivor alpha 6 has encountered a problem and needs to close." PLEASE HELP! (BTW I think I've installed the hotfix. But I'm not sure I did it right.)

    1. Hey! If you run from the config file it'll say you need a certain version of .net framework. Once you download that you should be able to run the game from the config. Hope this helps.

      I'm also on xp

    2. Sorry... I forgot to add you have to go into config and change sound to SFML and video to GDI+

      I'm playing right now!

  43. i not able to reincarnate as any special npc's i dont know if ive done something rong or if it's a bug but if i get killed by char/police/army ect it goes on reincarnate srceen and once on the screen wich you pick i cant seem to be army char or any of em (apart from zombies) i am probably just being stupid but can you help me cus i think it's very cool sounding so plz help

  44. Check your game options, you need to disable "Civilians only Reinc.". By default you can't reincarnate in "special" characters.