Rogue Survivor: sobreviviendo al caos zombie

Subforo general para todos esos otros juegos que no son Wargames, pero que tienen aceptación en PdL

Moderador: Moderadores Wargames

Avatar de Usuario
Rubeus
Crack - Oberst
Crack - Oberst
Mensajes: 5443
Registrado: 15 Jul 2007, 22:22
STEAM: Jugador
Ubicación: rodeado de dados, cajas, tableros y fichas de cartón

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por Rubeus »

nadia911 escribió:Buenas noticias!! Rogue Survivor sigue vivo, acaban de lanzar una nueva actualización, la podéis bajar de aquí:

http://roguesurvivor.blogspot.com/p/download.html

Saludos y feliz año
¡Estupenda noticia, nadia911! Muchas gracias por avisar :aplauso:
Además, RoguedJack promete una actualización cada dos o tres semanas. ¡A ver si es verdad! :D
Imagen
Avatar de Usuario
nadia911
Crack - Oberst
Crack - Oberst
Mensajes: 2628
Registrado: 02 Feb 2010, 04:11
STEAM: Jugador
Ubicación: En Melmac

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por nadia911 »

Parece que actualizará seguido nomas, acá va otra...

http://roguesurvivor.blogspot.com/p/download.html

Saludos
Avatar de Usuario
nadia911
Crack - Oberst
Crack - Oberst
Mensajes: 2628
Registrado: 02 Feb 2010, 04:11
STEAM: Jugador
Ubicación: En Melmac

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por nadia911 »

Nueva mega actualización para el Rogue Survivor, esto empieza a tener mucho color!!!

3 nuevas formas de juego:

NEW GAMEPLAY - GAME MODES
- When starting a new game you choose a game mode...
- STD - Standard - the standard game like in previous versions
recap:
- evolution.
- different types of zombies.
- instant zombification.
- C&I - Corpses & Infection
- disabled instant zombification.
- livings are infected by some undead bites (the ones who regain their hp when they hit you). see below for details on infection.
- when a living dies it becomes a corpse. see below for details on corpses.
- there are still evolution and different types of zombies, if you want to be more hardcore, see VTG.
- VTG - Vintage - the must for hardcore classic zombies fans
- all the features of C&I.
- no different types of zombies, only zombified man and woman.
- no zombie evolution.
- In vintage you can still start the game as another type of zombie if you want.
- Special case for the player : will immediatly turn into a zombie if dying infected (no corpse).


Espectacular!!!!!

NEW GAMEPLAY - INFECTION (if game mode has it)
NEW GAMEPLAY - CORPSES (if game mode has them)
NEW ACTIONS
NEW SKILLS
NEW GANGS
NEW ITEMS
ETC ETC

Ver la descripción completa de todas las nuevas características aquí:
http://roguesurvivor.blogspot.com/p/download.html

A disfrutar!!

Saludos
Avatar de Usuario
dehm
Support-PdL
Support-PdL
Mensajes: 5106
Registrado: 29 Abr 2007, 20:19
STEAM: Jugador

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por dehm »

nadia911 escribió:Nueva mega actualización para el Rogue Survivor, esto empieza a tener mucho color!!!

3 nuevas formas de juego:

NEW GAMEPLAY - GAME MODES
- When starting a new game you choose a game mode...
- STD - Standard - the standard game like in previous versions
recap:
- evolution.
- different types of zombies.
- instant zombification.
- C&I - Corpses & Infection
- disabled instant zombification.
- livings are infected by some undead bites (the ones who regain their hp when they hit you). see below for details on infection.
- when a living dies it becomes a corpse. see below for details on corpses.
- there are still evolution and different types of zombies, if you want to be more hardcore, see VTG.
- VTG - Vintage - the must for hardcore classic zombies fans
- all the features of C&I.
- no different types of zombies, only zombified man and woman.
- no zombie evolution.
- In vintage you can still start the game as another type of zombie if you want.
- Special case for the player : will immediatly turn into a zombie if dying infected (no corpse).


Espectacular!!!!!

NEW GAMEPLAY - INFECTION (if game mode has it)
NEW GAMEPLAY - CORPSES (if game mode has them)
NEW ACTIONS
NEW SKILLS
NEW GANGS
NEW ITEMS
ETC ETC

Ver la descripción completa de todas las nuevas características aquí:
http://roguesurvivor.blogspot.com/p/download.html

A disfrutar!!

Saludos
:Ok: :shock: 8)
ImagenImagenImagen
ImagenImagenImagenImagenImagenImagen
Avatar de Usuario
dehm
Support-PdL
Support-PdL
Mensajes: 5106
Registrado: 29 Abr 2007, 20:19
STEAM: Jugador

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por dehm »

Parece un juego nuevo... me encanta la opción del zombie tradicional aunque no he logrado sobrevivir mucho... :oops:
ImagenImagenImagen
ImagenImagenImagenImagenImagenImagen
Avatar de Usuario
Rubeus
Crack - Oberst
Crack - Oberst
Mensajes: 5443
Registrado: 15 Jul 2007, 22:22
STEAM: Jugador
Ubicación: rodeado de dados, cajas, tableros y fichas de cartón

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por Rubeus »

:aplauso: :aplauso: :aplauso: :aplauso: :babas: :Ok: :palomitas:
¡Gracias nadia911 por informar!

¡Esto va tomando mejor color todavía! ¡¡A probarlo!! :Running:
Imagen
Avatar de Usuario
dehm
Support-PdL
Support-PdL
Mensajes: 5106
Registrado: 29 Abr 2007, 20:19
STEAM: Jugador

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por dehm »

Me he reencarnado en un agente CHAR pero las hordas zombies han sido demasiadas incluso para nuestra organización.... nos quedamos sin balas!
ImagenImagenImagen
ImagenImagenImagenImagenImagenImagen
Avatar de Usuario
nadia911
Crack - Oberst
Crack - Oberst
Mensajes: 2628
Registrado: 02 Feb 2010, 04:11
STEAM: Jugador
Ubicación: En Melmac

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por nadia911 »

Nuevo Alpha 8 para el Rogue Survivor, esto toma cada vez mas color... Varios cambios interesantes

LATEST VERSION CHANGES

ALPHA 8 CHANGE
--------------

Traps and Z-Skills.
Self-defence. A bit more useful followers.
Gangs that act as looters and CHAR Guards that act as guards, rather than them being just another enemy to kill.
Armors helps or hinder escaping Gangs and Police attention.
New shop.

FIXED BUGS
1 (Crash) Destroying a dragged corpse and then moving.
2 (AI) Trying to get an item in a large fortification.
3 (Glitch) Flaslights out of batteries still functioning.
4 (AI) Won't equip a ranged weapon out of ammos even if has ammo in inventory (noticable when you change AI fire directives).
5 (Typos) Various.
6 (Gfx) GDI+ doesn't display some 32 bits PNG properly (fucked up some mods like Deon Apocalypse).
7 (Lack of Nazis) Every decent game should have Nazis.
8 (Glitch) Invading Zombiefieds incorrectly have spawn time 0.
9 (Glitch) Overlays were sometimes not displayed (damage icons, blue popups..)
10 (Trolling) The readme is outdated and mentions a "RS Install.exe". Idiot.
11 (Glitch) PostMortem: difficulty inflation.
12 (Glitch) PostMortem: follower skill upgrade logged as yours.
13 (UI) Sometimes misses a combination of keys (Shift/Ctrl/Alt + key).


GAMEPLAY
- Personal enemies: Self-Defence and Indirect Enemies.
- Makes the distinction between being the Aggressor or acting in Self-Defence.
- If X attacks or declares Y as a personal enemy, X is the aggressor and Y is acting in Self-Defence (duh).
- Killing in Self-Defence is not a murder.
- Indirect enemies: X is not an aggressor or being aggressed by Y, but they are enemies through their relations (leader or followers are enemies).
- Indirect enemies are enemies as long as the cause is there (eg: respective leaders or mates are enemies). Once it is gone they are no more enemies.
- Undead: separate set of upgrade skills for undeads. See skills below.
When a living is zombified, some of its skills are zombified too.
- Corpses: rising zombies have starting HP proportional to the corpse state.
- Gangs:
- Start neutral with civilians, but still enemies to Police and Army.
- Attack people who have items they want.
- Wearing some armors modify the chances to move unnoticed by Police and Gangs.
- The effect cumulates with the Unsuspicious skill.
- Hostile outfits = +50% chances; Friendly outfits = -50% chances.
- Police: Hostile = all bikers armors; Friendly = all police armors.
- Bikers: Hostile = all police armors and rival gang armor; Friendly = same gang armors.
- Gangstas: Hostile = all police and bikers armors; Friendly = none.
- CHAR Guards: they now act more like guards.
- Start neutral to Civilians, Police and Army.
- But attack anyone who trespass CHAR offices or the CUF.
- Refugees:
- Some of them arrive in the subway and the sewers too.
- They get one skill per day - after all, they are supposed to have survived up to this day just like you.
- More varied items - everything you can find in shops and houses.
- After Day 7 they might bring more rare items like grenades, army ammo...
- Survivors: the van guys get more skills.
- New Shop: Hunting Shop.
- Standing/climbing on top of cars/fences increase view range.
- VTG: since VTG has no evolution by definition the option is turned off to compute the difficulty properly; to get 100% again setting ZUp Days to 1 is fair.
- Bikers, Gangstas and Soldiers get additional skills depending on the day they arrive.
- Living player starts game with Food and Sleep not maximized, just like NPCs.

NEW GAMEPLAY : Z-SKILLS
- Undead set of skills
Z-Agile, Z-Strong, Z-Tough: like their living counterpart but lower values.
Z-Eater: regen more HP from bites/eating corpses.
Z-Grab: % of chance to prevent any adjacent enemy from moving (passive skill)
Z-Infector: more infection damage from bites.
Z-Tracker: improve smell - do not confuse with the item.
- Zombification of skills is straightforward:
Agile/Strong/Though -> Z-Agile/Z-Strong/Z-Tough
Light Eater -> Z-Eater
Light Feet -> Z-LightFeet
- Z-Grab, Z-Infector and Z-Tracker must be learned as zombie.

NEW GAMEPLAY : TRAPS
- Traps are items.
- Activate a trap, drop it on the floor and anyone/anything who/which enters the tile might trigger the trap (even yourself).
- Stacks: activating/dropping only activates/drop one trap of the stack.
- A triggered trap can deal damage and/or make loud noises and/or trap the victim in the tile.
- Some traps need to be manually activated (use), other traps activates automatically when dropped on the ground.
- Some traps desactivate when triggered, they have to be re-activated.
- Some traps can be stacked together.
- Since traps are just items, you can put many of them in the same tile.
- To escape a trap, just try to move.
- Armors do not protect from traps!
- Some map objects allows you to safely move over traps.
- Pushing some map objects on traps triggers them.
- 4 Traps available : Empty Cans, Spikes, Barbed Wire and Bear Trap.

SKILLS
- new Light Feet/Z-Light Feet: improve chances to avoid/escape a trap.
- Unsuspicious : helps evade gangs attention too (in addition to help avoiding the police)
- Z-Agile: undeads can jump (Agile too).
- Z-Strong: undeads can push (Strong too).

FOLLOWERS
- New Order: Sleep Now - they will sleep right where they are until fully rested.
- New Order: Start/Stop following.
- New Order: Where are you?
- Pushing help: followers will automatically help pushing objects.
- They must be idle or following you, awake and adjacent to the pushed object.
- Each helping follower takes a share of the stamina cost and spend normal action points.
- Eg: pushing a 100 weight object with the help of one follower = 50 sta cost you and him.

OPTIONS
- new options to control undead skill upgrades
- "Undead Upgrade Days" which days the zombifieds get a new skill, or disable it entirely.
- "Rats Skill Upgrade" whether rats do get skills upgrade or not...
- "Skeleton Skill Upgrade" ...skeletons...
- "Shamblers Skill Upgrade" ...and shamblers.
- Difficulty: population density is a much more important factor as larger maps are easier.

UI
- Armor description: say to which faction/gangs the armor looks hostile/friendly.
- Options screen: renamed and reorganized stuff.
- Infection not displayed for undeads.

ITEMS
- Grenade stacking limit upped to 6.
- New Armor: Hunter Vest. Pretty crappy but neutral.

AI
- Undeads: Pursuing undeads will try to move around a local obstacle.
- Civilians: Setup traps in spots they think are interesting and emote why they chose this spot.
- Livings: Sometimes try to avoid stepping on damaging activated traps. Sometimes not.
- Livings: Improved ranged weapon selection logic.
- Livings: Improved melee weapon selection logic.
- Livings: Tweaked large fortification spot selection logic.
- Exploration: slight bias to prefer exploring outside during the day, and inside during the night.
- Improved Fight or Flee logic.

GFX
- Redraw melee/ranged hit icons and draw damage value in the center of the tile.
- Blood splatters are cleaned up after some time.
- Blood on corpses.

OPTIMIZATION
- Data size.

MODDING
- Skills.csv: the new skills.
- Traps.csv: have fun; careful not to create inescapable traps...
- Note: The 3 new skins gfx are not used yet...


Como siempre disponible aquí:
http://roguesurvivor.blogspot.com/p/download.html

Saludos
Avatar de Usuario
Rubeus
Crack - Oberst
Crack - Oberst
Mensajes: 5443
Registrado: 15 Jul 2007, 22:22
STEAM: Jugador
Ubicación: rodeado de dados, cajas, tableros y fichas de cartón

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por Rubeus »

:palomitas: :aplauso: :Ok:
Imagen
Avatar de Usuario
dehm
Support-PdL
Support-PdL
Mensajes: 5106
Registrado: 29 Abr 2007, 20:19
STEAM: Jugador

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por dehm »

Creo que mi gráfica SI puede con este juego... y con el dominions!
ImagenImagenImagen
ImagenImagenImagenImagenImagenImagen
Avatar de Usuario
Rubeus
Crack - Oberst
Crack - Oberst
Mensajes: 5443
Registrado: 15 Jul 2007, 22:22
STEAM: Jugador
Ubicación: rodeado de dados, cajas, tableros y fichas de cartón

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por Rubeus »

El mejor y más completo juego de zombies que existe sigue mejorando :D
Nuevo Alpha 9, con cambios como:

- Añadidas variables como el HAMBRE y la DESCOMPOSICIÓN de los "No-Muertos".
- Añadidas variables como la CORDURA y la LOCURA en los "Vivos", así como la existencia del CANIBALISMO :D
- Los médicos pueden tratar de revivir a personas recientemente fallecidas.


Otros datos (en inglés, extraídos de la página oficial):

FIXED BUGS
1 (Rules) Cannot fire at or make an enemy of an indirect enemy.
2 (Item) Scent killer is not equipable anymore and the NPCs never use them.
3 (Options) Supplies drop option effect is reversed.
4 (Options) Some options are irrelevant to VTG mode but still enabled and used in computing difficulty.
5 (Wtf) Can drag more than one corpse but not really, causing bugs.
6 (Inventory) Partial stacks do not stack correctly in some situations : more is added than what isdropped.
7 (Murder) Cops can murder without consequences. Consequences will never be the same.


NEW GAMEPLAY : UNDEAD ROT
- Most undeads slowly rot away and have to eat flesh, similar to how livings have to eat food.
- Bite/eat people/corpses to recover points.
- When Hungry an undead may loose a skill each turn.
- When Starved an undead may loose 1 HP per turn.

NEW GAMEPLAY : SANITY
- Livings should try to keep their Sanity.
- Sanity slowly decays.
- There are 3 levels of Sanity :
- Sane : nothing happens.
- Disturbed : nightmares.
- Insane : nightmares plus insanity sometimes taking control of the living actions and doing random things.
- Livings seeing or doing disturbing actions take a sanity hit.
- butchering a corpse.
- eating a corpse (living cannibalism is worse).
- eating someone alive.
- zombification and corpse rising.
- death of follower/leader with whom the living had a bond (see below)
- Recover sanity by:
- forming and keeping a bond with followers/leaders (see below)
- using entertainment items (see blow).
- taking some meds (yellow pills).
- killing undeads.

NEW GAMEPLAY : CANNIBALISM
- Livings can eat corpses when starving or insane.
- Eating corpse recovers a bit of food points but transmit infection and is disturbing for sanity.
- Nutrition value is low, Light Eater helps a bit.

NEW GAMEPLAY : REVIVE
- Can try to revive corpses.
- Need : medic skill, a medikit, the corpse must be fresh.
- Chances depends on the skill level and the state of the corpse.
- A revive attempt consumes the medikit even if failed.
- Big boost in trust if not enemies.

NEW ITEMS : ENTERTAINMENT
- Using recovers sanity.
- Have a chance to become "boring" after each use.
- A "boring" item has no value anymore to the character who found it boring (but may still have value for other people).
- Books : good entertainment value.
- Magazines : stackable but low value and discarded once read.

FOLLOWERS
- Bond:
- when max trust is reached, a "bond" is formed between the leader and the follower.
- a bond helps both livings recovering sanity, it is reassuring to know there is someone you can count on in this insane world.
- however, when the "bonded one" dies, the living takes a sanity hit.
- Followers remember the trust they had in their previous leader(s). Eg: leave a follower behind and he will remember the trust he had in you if you lead him again.

GAMEPLAY
- Trees are now breakable and give wood.
- Wood from broken objects is not limited to one full stack of planks. Eg: trees = 10 planks (4,4,2).
- Trap: small actors (rats) have 90% chance to avoid triggering a trap.
- Murder: killing an agressor of a leader/mate count as self-defence and is not a murder.
- Indirect enemies: extended to include relations with respective leaders.

SKILLS
- New Z-Skill : Z-Light Eater, similar to living Light-Eater.
- Modified skill zombification : Light Eater becomes Z-Light Eater; Z-Eater has to be learned as zombie.
- New Skill : Strong Psyche - stay sane longer and recover more san.

AI
- Followers: When fleeing/retreating, try to avoid stepping into their leader line of fire.
- Improved speed advantage evaluation : intelligent NPCs are much better at controlling range when they have a ranged weapon or are fighting a slower enemy (less stupid deaths).
- Starved or Insane hungry livings will eat corpses.
- Some livings use entertainment items.
- Intelligent NPCs will avoid stepping into traps that could kill instantly them unless starving or courageous/wreckless (gangs).
- Civilians will temporarily loose interest in an item stack they can't reach (eg:blocked by deadly traps).
- Not afraid anymore of stepping on empty cans ^^
- Not interested in ranged weapons if already have one.
- Civilians will trade with each other, but they won't annoy the player and remember with who they traded recently as to not spam trade offers.
- Civilians with medic skill will revive others.


Aquí os dejo el enlace donde se puede bajar: http://roguesurvivor.blogspot.com.es/p/download.html


Saludos.
Imagen
Avatar de Usuario
nadia911
Crack - Oberst
Crack - Oberst
Mensajes: 2628
Registrado: 02 Feb 2010, 04:11
STEAM: Jugador
Ubicación: En Melmac

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por nadia911 »

Gracias por la noticia Rubeus, voy a esperar por la actualizacion de alguno de los paquetes graficos para seguir con el juego.

Por cierto Rubeus te recomiendo este juego:

http://bluebottlegames.com/main/news

Saludos
Avatar de Usuario
Rubeus
Crack - Oberst
Crack - Oberst
Mensajes: 5443
Registrado: 15 Jul 2007, 22:22
STEAM: Jugador
Ubicación: rodeado de dados, cajas, tableros y fichas de cartón

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por Rubeus »

nadia911 escribió:Gracias por la noticia Rubeus, voy a esperar por la actualizacion de alguno de los paquetes graficos para seguir con el juego.

Por cierto Rubeus te recomiendo este juego:

http://bluebottlegames.com/main/news

Saludos
Gracias, nadia911. Le seguiré la pista :Ok:

Una pregunta: ¿has jugado sólo a la DEMO o eres supporter de NEO Scavenger?
Imagen
Avatar de Usuario
nadia911
Crack - Oberst
Crack - Oberst
Mensajes: 2628
Registrado: 02 Feb 2010, 04:11
STEAM: Jugador
Ubicación: En Melmac

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por nadia911 »

Tengo la Beta desde hace como un mes, así puedo guardar las partidas que no se puede con el demo.
Avatar de Usuario
Rubeus
Crack - Oberst
Crack - Oberst
Mensajes: 5443
Registrado: 15 Jul 2007, 22:22
STEAM: Jugador
Ubicación: rodeado de dados, cajas, tableros y fichas de cartón

Re: Rogue Survivor: sobreviviendo al caos zombie

Mensaje por Rubeus »

nadia911 escribió:Tengo la Beta desde hace como un mes, así puedo guardar las partidas que no se puede con el demo.
Bueno, 10 dólares no es tanto y como hace mucho que no me compro un juego pues... ¡a la saca! :D
Imagen
Responder