Streets of Rogue

Streets of Rogue

Streets of Variety
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Update: 4 Oct, 2021 @ 5:33pm

- Finally confirmed that floor event triggers in dance halls and bathhouses count as possible mayor spawns in the final level, so added those to... those.

Update: 18 Aug, 2021 @ 3:07am

Still haven't done that big folder purge so it's pretty easy to do minor updates. Case in point:

- Removed some shelves in a mall that were obstructing movement.

Update: 15 Jul, 2021 @ 3:18pm

My chunk folder is getting big enough that the game occasionally crashes when trying to open the load list so I'll probably start clearing "finished" things out soon. What this means is that updates for some of these packs might be finished unless people find really significant problems, starting with this potentially final update for SoV. Of course I'll keep them around in a backup folder somewhere just in case, it's more that updates will now have a few more extra steps on my end that will probably make them not worthwhile if it's just like "this one random goon is missing an owner ID." Maybe that goon will just be hanging out off the clock, y'know, just livin life.

Anyway, two very minor changes:

- The chunk pack has a cover now in the workshop, which changes nothing about the content of it the pack but is nice (even though the screenshot itself is just the first halfway decent thing I found in about two minutes of looking, but we'll pretend it perfectly summarizes all 333 chunks). I didn't have one before because the uploader kept crashing until I took the original out, so I assumed the file was too big or something and just never bothered to try again.

- Finally fixed what I believe to be all of the panic rooms (the mansion, private clubs and the one weird outpost with the trees), so now the door actually protects the people inside instead of just tricking them into a convenient murder corner.

Update: 11 Jul, 2021 @ 6:34pm

- Finally fixed the prisons after the random change to prisoner behavior a while back, now they won't spawn with different gangsters killing each other (except for possibly one cell, because that's both amusing and darkly accurate). Also took one creature spawn out of the weird glass tank in that one slave shop for the same reason.

- Remodeled one of the hospitals, combining three tiny rooms into two larger rooms. I don't like doing functional edits but it's a minor one and the doors looked really, really bad in some rotations due to wall graphics limitations. If any "chunk completionist" weirdos (such as myself, not throwing shade) really want the old janky six room design for some reason I still have that file.

- Added better lighting to one of the houses that was consistently waaaay too dark. Also removed a bunch of randomized trash cans spawns around it, since the chunk was from back before I understood how trash cans were spawned during level generation and I just never got around to fixing that.

- Fixed a weirdo in the post office bathroom that thought he was an undercover cop for some reason.

- Remajiggered the floor in that dead end graveyard so the ghosts will no longer be hostile if you stand on the grass outside the fence. You will still be ghost-murdered for entering the graveyard.

- Fixed a bed in the tunnel apartments that only had a 50 percent change to spawn for some reason. Whoever lives there now has a sliiiiiightly higher standard of living, although they still live in the walls of a dystopia supercity.

- Possibly other stuff, as mentioned before I've gotten really bad at tracking changes.

Update: 10 May, 2021 @ 4:22am

I've been making tiny improvements for the past few months and just kept delaying a workshop update for no particular reason, but now I can't actually remember all the tiny things that are fixed in this update. But they are tiny, so... probably wouldn't be noticed anyway, right? Stuff I do remember:

- Added some clear owned ground in front of normal doors that were appearing to be no entry doors in hideout chunks so that you can properly see that you won't anger anyone by opening them. No idea why the game renders them as no entry doors in the first place, Matt fix plz.

- Randomized the walls of the funhouse challenge chunks so that they will sometimes be steel and thus slightly more difficult to cheese.

- Removed the dialogue from some uptown homeowners that all thought they were undercover cops for some reason.

Update: 9 Oct, 2020 @ 5:17pm

One day this will be "done," probably.

- Added a ton of clear owned floor to a bunch of outdoor areas. It's a small change but I think it will greatly improve the look of the pack, especially for people that play with mixed-up environments on, since this should stop features like water and bushes from spawning in those spots. No more people stuck hopping in place while trying to sit on a chair that is floating over a lake!

- There was an apartment wall that touched the border, made it not do that.

- Finally gave the cells in the zoo column their own prison IDs, I forget how many times I've forgotten to do that.

Update: 20 Sep, 2020 @ 1:37am

Meant to do this the other day but better late than never:

- Shortened the slave shop with outdoor display pens so that it no longer blocks the top path. Surprised nobody ever reported that one for as long as this has been out, hopefully it never softlocked anyone's runs.

Update: 18 Sep, 2020 @ 8:27pm

A few minor fixes and some redesigns that slightly tweak how a couple chunks work:

- Ghosts now actually roam the halls of their tombs instead of walking around outside, the same goes for the cannibals in Cave 1.

- Removed some shelves in the department store and dumpster shop that NPCs were constantly getting caught on.

- The key will now actually spawn in the large church.

- Probably some other minor things that I've already forgotten about since I sometimes make small fixes and then forget to submit the update.

Update: 29 Jun, 2020 @ 6:59pm

- Finally figured out how to get NPCs to stop getting stuck on fences they can't get around, turns out you just need a clear owned floor with a prison ID. Not sure why they're idiots without that, but at least now the AI should play better with the pack. Just did a big sweep and I think I caught all of the problem chunks for this issue but if you notice anymore please point them out and I'll fix those too.

- Some more minor redesigns. Merged the patient rooms in the hospital section of the emergency station so the doors actually fit in all rotations, tweaked the dead end fissure a bit so that it's not quite as square and should hopefully look better when placed in the middle of an open area, stuff like that.

- Removed all quests from the gun shop, not sure why I had those there since that was always supposed to be an "optional high risk challenge" kind of chunk. There may also be some new painful surprises for potential robbers.

In unrelated news I'm now over halfway done with Streets of Variety 2, which is currently clocking in at about 180 chunks. The pace of my work has definitely slowed down significantly the past couple months but it's been picking back up after a short break and I'm hoping to have the sequel done by the end of the summer.

Update: 17 May, 2020 @ 7:08pm

- Sprinkled some Demolitionists, Mech Pilots and Couriers into various chunks to help integrate those classes more fully into the game and add variety. Most Demolitionists drop land mines and wandering Couriers have exotic items so this does throw the balance even more towards the "get way more stuff than normal" end of the spectrum that some people already had an issue with but they're all uncommon to rare spawns so hopefully it isn't too much more than it already was.

- Completely remodeled the weird hospital that had super glitchy looking doors and windows when spawned sideways.

- A few other minor aesthetic changes like giving the catwalk tunnel a wood floor, adjusting some grass for the umpteenth time so that it will hopefully stop getting weird glitchy tears, removing a window from the electronics shop that often looked bad and adding an orientation to two more windows in the police station that I already fixed this exact same issue in (Turns out I'm pretty stupid).