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Author Topic: Rogue Survivor Revived  (Read 28426 times)

zaimoni

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Re: Rogue Survivor Revived
« Reply #120 on: April 10, 2020, 06:29:32 pm »

I'm fuzzy on when the next update would be (I could cut one before the major changes mentioned start landing, but there are a couple of untested AI enhancements related to handling ais sleeping on wanted items.).

The March 19, 2020 unstable checkpoint does include a critical bugfix that enables loading savegames created without command line options.  Other problems with starting the game are likely to have to do with recent version upgrades (the compiler version may be "too new" for what's commonly out there).  My comment about CPU/turn is for trunk (I think the March 19 2020 checkpoint was more like 20 seconds CPU/turn upper bound).
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zaimoni

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Re: Rogue Survivor Revived
« Reply #121 on: November 09, 2020, 07:50:29 pm »

Unstable release cut.  The official release date for .NET 5.0 is "tomorrow", November 10, 2020.  Wanted to make sure there was a binary build before attempting upgrade.

Changes of note since the last checkpoint release:

[ul]
  • Friends are now enemy detectors.  You must be able to see them; detection isn't enough.  Icons are known-broken (zombies get the zombie detector icon; everyone else gets the blackops icon).  The detectee only has to be targetable with the best ranged weapon.  It'll trigger even if that isn't in use.  You cannot read off an enemy at range five, from someone who only has a shotgun (typically range 3). This does work for melee weapons (with targeting range 1, except for Father Time's Scythe which is range 2.)
  • Containers now have real inventory: pushing that store shelf takes the item on it, with it.
  • The police are now capable of finding the secret underground base on their own.  If you do not get there in time, they will first power it up, and then loot it.
[/ul]

CPU/turn on the development system ranges from 3 to 15 seconds (it spikes up dramatically on the noon refugee arrival, and slightly on the midnight invasion).
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