Thursday, August 26, 2010

Alpha 4.1 release!

Release party! Download + Video (+ bunch of bugs)!


"Let's Play" style, part of a new serie.
Have fun watching me fumbling, bumbling, mumbling and dying.

- Intel fix.
- Ingame help for new players (advisor, item ui help)
- The Hospital (building, map).
- Grenades (action, item).
- Canned Food (item).
- Civilians tips (AI).
- Hardy (skill).
- Late game ally (actor).
- Order to: build fortifications, report events (follower).
- Initiate trade (action).
- Share flashlight FoV bonus (rules).
- Various AI improvements.
- Redone difficulty computation (options).
- Log file to help bugs fixing.

- Fixed crash and missing minimap on Intel video cards! Hurray!
- Fixed crash when attempting to build fortifications on walls.
- Gangstas raid was never triggered.
- Quit quits.
- Day 28 is Day 28.
- Modified starved zombification chance option appears in post mortem.
- Resized skill table so it always fits the screen.
- Jumpables objects do not block exits for actor who can jump.
- Fixed UI glitch where you could look at your inventory when pointing the mouse out of the map.
- Police Station TPWSNB won't trigger if he/she is sleeping.
- Crossbows won't jam anymore.
- Various bugs related to loading a game within a game (achievements, ghost characters...)
- When you die, doesn't wait for the turn to end to go back to the main menu.

- Reduced average save and load time by 20% to 30%.
  Remember that pushing the options too far, especially city and district size, has a significant impact on performance.

- New Unique Maps & building : Hospital.
- Some civilians have stored weapons in their basements (rare).
- New Unique enemy.
- New recruitable late game ally.
- 2 new factions for the new actors.
- New Action : throw grenades - blow up people and objects. Watch out for chain reactions.
- New Action : initiate trade - offer an item to trade.
- New Item : Grenade.
- New Item : Canned Food.
- New Item : Combat Knife.
- New Unique Item.
- Some rare items are unbreakable and never get destroyed.
- Unique items are never destroyed.
- Wooden planks stacking limit up to 4 (was 3).
- Increased chances to heal when on sleeping a couch (5% vs 3%).
- New Skill : Hardy - Sleep can heal anywhere (no bed needed), more chances to heal when sleeping (1% per level).
- New Order : build small/large fortification.
- New Order : report events - which is equivalent to forcing them to tell you their tips.
- New Directive : throw/don't throw grenades - AIs is very cautious when throwing grenades, but you might want another fail-safe :p
- Standing next to someone with a flashlight on gives the same bonus has having one - you "share" the light.
- More complex calculation, with some parameters effects depending on other parameters (eg: nb of civilians vs zombification % and starving).
  Hard to predict the % effect of changing an option, but the basic effects make sense.
  As reference, min difficulty is 0% (!) and max difficulty 519%.

..And various minor tweaks.

- In game advisor gives hints to help new players learn the basics - it's on by default.
- Bunch of advisor hints.
- Dying by ranged weapons says "shot" instead of "hit".
- Ranged weapons short description tells how many ammo left (eg: in other people inventory and on the ground).
- Shotgun "shells" not "cartridges".
- Items description in player inventory reminds of special keys or actions (fire, give...).
- Shows a "healing" icon when an actor is healing while sleeping (helpful for new players).
- Updated manual.
- Updated readme to mention the logfile.

- New gfx for new stuff.
- New activity icon for NPCs fleeing from explosives (see AI section).
- 3 new musics (total 15 musics).

- New : Show Minimap on/off - special old school 4.0 emulation mode for hardcore Intel people :p
- City Size min:3 max:6.
- Enabled/Disable Advisor.

- Civilians give tips about enemies, items, soldiers or raids they recently saw/heard. Keep your ears open!
- Followers told to not fire weapons will switch to melee weapons (or barehands) - so you can easily set them to melee or ranged fighter role.
- NPCs raising the alarm say which enemy they sighted.
- Leaders can switch place with their Followers - followers AI won't block leaders AI anymore.
- GangAI and CivilianAI followers stay closer to their Leaders.
- Trading AI refuse deals that makes no sense (eg: "my baseball bat for your baseball bat", "my pistol for your pistol ammo").
  You'll get a "has no interesting deal to offer." message.
- AI use blue pills more often.
- AI sleep more often.
- Improved sleep behavior for GangAI and SoldierAI.
- SoldierAI use medecines.
- Improved AI inventory management logic with weapons.
- Civilians make room for food items by dropping stuff when needed.
- Improved AI gear preference (doesn't affect trade)
  - equip best armor.
  - equip ranged weapons over melee weapons.
  - melee weapons preference : most damage first, then least STA penalty.
- CivilianAI and SoldierAI run away from primed explosives (eg: grenades).
- CivilianAI and SoldierAI *cautiously* throw grenades when appropriate : hurt group of ennemies, don't hurt friends.
- "CUF" map : once you visit the map, AIs will be able to use the exit/entry stairs - carefully choose when to open the pandora box ;)

- If you have a bug, mail the logfile.
- FoV is asymetric along walls.
- Rare crash at map generation complains about a missing CHAR Office.
- When changing some options the difficulty will go up, then slightly down, then resume up again.
- Long messages can be hard to read, use the Message Log command to read them in fullscreen (default Shift-M).

Have fun!
And remember, die with a smile!

I am. Hope you guys won't need urgent bug fixes.

End of post.


  1. yay, good going, nice features. too bad i have my hands full till september, so gonna get to it then ) i like that there is a 0% difficulty now =D cos it really was that way and now it counts as such

  2. Thanks for this new release! I had great fun with 4.0, and 4.1 looks really great.

  3. Congrats on the release! I'm going to check this out over the weekend.

  4. EventType : clr20r3 P1 : roguesurvivor.exe P2 :
    P3 : 4c767b4b P4 : roguesurvivor P5 : P6 : 4c767b4b
    P7 : 2ee P8 : 10 P9 :

    error on startup.. any ideas?

  5. Amazing update! I can't wait to play it. Download going on now.

  6. This is the most realistic zombie survival game ever made, congratulations!

    Now that there is canned food, I think a nice addition to the difficulty would be if the spoiled food had some chance to reduce HP, like, if you vomit, you loose 5 HP or something like that.

    I would like more skills too, like something to increase speed just a little bit and maybe an acrobatic skill, to have a chance to jump over a zombie in a small corridor. I´m enjoying this game very much, thanks again!

  7. nice, I was about to post a suggestion about can food, but you read my mind!

    Anyways this looks like Alpha 5 so imma DOWNLOAD!!!

  8. Awesome, man! Thank you very much for your work.

    A new enemy? Sounds fun. Another GFX to make :D.

  9. Is it me or are the zombies more agressive? It seems I can't put enough shelves to barricade my hideout, they're always bursting through!! (not that it's a bad thing)

  10. Thanks for the comments!
    Deon: feel free to check the mod page so I can add your mod ;)

  11. @Chadda Darkmane: Realistic? Eh. It is pretty damned tactical, though. RE: vomit, you don't think the stamina/sleep penalties are punishing enough? Good on ya.

    @Roguedjack: Any chance we turds at the wiki could get a stat table or something? It was quite a task just getting hold of an Ops rifle, and you just keep adding more stuff to find. =p

  12. agree with happy, it has been hard to get late game items so that we can get their info on the wiki, i would reccomend emailing me or shoe phone (the other admin on the wiki) any table's if you can.

  13. "simulate while sleeping" has no effect on displayed difficulty, but it really has quite an impact... free sleeping/healing )

  14. Before I forget again, an idea I was tossing around a week or two ago is that Carpentry could be more of a tiered skill. That is, you could build small fortifications at rank 1, large fortifications at rank 2, then leave rank 3 as-is more or less. Something like that.

  15. Can you please make your next version without an installer? A zip/rar would be much better. I hate installers! But I'm really looking forward to playing this. Thanks!

  16. Ran into a bug; the game crashed when I tried to eat canned food (not the first try, either; happened while hiding in a basement near the hospital). I'll let you know more if I can reproduce it.

  17. oh wait i read the manual and it seems i misinterpreted 'simulate while sleeping' =D it only turns off simulation of other districts... that also explains why even with 100% simulation districts usually dont start from 0. cos they were simulated in the sleep a bit )
    my bad.

  18. WIKI
    I'll have to do csv files for stats modding, hopefully in Alpha 5. Those will be public in a Data folder like Resources are.
    In the meantime, good luck with stats hunting :-}

    The installer is really lightweight and does nothing special but i'll do a simple zip for paranoid people ;p

    Make sure you updated DirectX and .NET as written in the readme.

    The Alpha 4.1 bug page is open for reporting bugs.
    I'll make a post about the "game freezing" bug.

    All right. Onto bug hunthing ;(