A packaging issue (wrong executable put into the folder) causes the 0.67 to crash with the default city seed and probably many others. This issue has now been corrected, and the updated package is available for download.
Sorry for the inconvenience.
Showing posts with label release. Show all posts
Showing posts with label release. Show all posts
July 12, 2012
July 10, 2012
Grand Rogue Auto 0.6.7 Released
This quick release fixes a few annoying issues introduced in v0.6.x. It also adds new features regarding thievery. First, a new NPC type, the thief, has been implemented. As the name implies, it will steal things from containers. A new building, the bank, has also been added. Coffers in the banks contains a lot of money. Also, containers found in houses may contain money, and may be locked. Alarms will also attract cops. None of those changes are fleshed out yet. I am mainly releasing this early to remove the (involuntary) money cap put on the player and to fix some annoying bugs in the map generator.
The next version will improve over this and should add the news system. I will also try to link the bank to the city economy.
June 27, 2012
June 3, 2012
Grand Rogue Auto 0.6.1 Released
Here is a quick update to the user interface, after the larger former release (v0.6.0 release).
I added a list of currently active effects (like wounds) on the screen displayed as icons. Hovering the mouse will show a description. Also, when right clicking a npc, a nice looking and much more informative menu will popup. Moving the mouse outside of the popup window auto close it. Keyboard shortcuts are still working when this popup is active.
I also added 2 zombie types. They are a bit less common than standard ones, who have been tweaked too.
May 29, 2012
Grand Rogue Auto 0.6.0 Released
This release, available in the download section, adds the Military Faction. This faction has a large base with multiple levels and several barracks, taking a whole sector. This is a passive faction at the moment (it won't invade sectors). However, anyone who isn't military himself will be shot on sight if he dares entering in one of the buildings. In the highest level of the base you'll find the Military Commander wearing an experimental and unique weapon. However managing to kill him or even getting access should be pretty damn hard.
March 3, 2012
Grand Rogue Auto 0.5.8 Released
Grand Rogue Auto v0.58 has been released. Sorry for the delay, some of the changes I needed to make were deeply buried in the code. As explained in the previous posts, the new main features are the destructible terrain and the ability to attack anywhere (which is great with grenades). There's also a fairly long list of changes and additions that I am going to detail in this article. I will also explain what is going to happen in the next version (0.60).
January 31, 2012
Grand Rogue Auto 0.5.4 Released
After this long pause, here is a new version of Grand Rogue Auto.
As usual it's available in the download section. The most notable additions are the handling of smoke and the new throw weapons (grenades). The user interface has been modernized (a bit), items have a weight now and the player a maximum carrying capacity. Several bugs, mostly related to the stamina, have been fixed. The game is also much more responsive on modern computers than it was before.
July 8, 2011
Grand Rogue Auto 0.5.0 Released
After a whole week battling against my own code, here is the v0.5 of Grand Rogue Auto.
This new version introduces the new buildings with floors and stairs. As a result, several buildings have been remade to take advantage of this. You will find office towers, mansions and houses with a few stairs, new gang, police and fire stations. More will be added in next releases. Of course, NPC are able to navigate around those buildings (that's mainly why this release was delayed).
June 20, 2011
Grand Rogue Auto 0.4.5 Released
Here is the 0.4.5 release of Grand Rogue Auto featuring the new city map generator. Sectors are connected by a road network, buildings have randomized shapes and sizes, roads have different layouts, and there's much more content in each sector. All in all, the cities should much more interesting to visit than before. I won't explain the details of the new generator again, as the previous posts have been quite clear on that matter. It's still a bit experimental and causes some minor problems with the AI system, however the game is still playable and you probably won't notice much of the issues. A way more complete release should be available in a week or so. Also, thanks to Deon, a nice and dark new skin is included in this release.
As explained in the last post, most of the bugs reported in the previous version are still here, they will be fixed in time, that is way I am done with the city generator. Next version will feature subway stations, probably more decorative stuff on the pavements (garbage dumps, mailboxes, ..), and hopefully buildings with several floors.
Enjoy!
May 6, 2011
Grand Rogue Auto 0.3.8 Released !
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| Behold, Grand Rogue Auto 0.3.8 ! |
Why not 0.4, you may ask? Because I have to work on the faction and combat stuff some more before being able to switch to the mission system. This said, this new release introduces major changes regarding the controls and the combat system. As usual, this article gives detailed information regarding the update and what I am going to work on next.
April 21, 2011
Grand Rogue Auto 0.3.5 Released !
Hi there,
No, I'm not dead ! Sorry for the lack of recent content, but when I have to choose between writing code and writing on the blog because of a busy IRL schedule, I usually choose coding. I will check the comments later, but for now, here is the 0.3.5 version of GRA. This is a very large update. A ton of improvements and bug-fixes have been included, large parts of the faction tree are in place, the GUI has been somewhat improved and a lot of the code behind the scene has been rewritten. Oh, and a basic savegame (sort of) system is in place too.
I'll details the additions and change in this article, and it's going to be a fairly long one.
EDIT: Download links updated. Sorry for the little delay.
No, I'm not dead ! Sorry for the lack of recent content, but when I have to choose between writing code and writing on the blog because of a busy IRL schedule, I usually choose coding. I will check the comments later, but for now, here is the 0.3.5 version of GRA. This is a very large update. A ton of improvements and bug-fixes have been included, large parts of the faction tree are in place, the GUI has been somewhat improved and a lot of the code behind the scene has been rewritten. Oh, and a basic savegame (sort of) system is in place too.
I'll details the additions and change in this article, and it's going to be a fairly long one.
EDIT: Download links updated. Sorry for the little delay.
March 16, 2011
Released : Grand Rogue Auto 0.3.0
Here is the 0.3.0 version of GRA. It doesn't include all the features I wanted to put in this build, so you can expect small updates in the next weeks. The changelog is quite long between the numerous bug fixes, new features and tweaks to existing ones. This article details the major changes.
March 7, 2011
Released : Grand Rogue Auto 0.2.6 [Test Build]
GRA 0.2.6 is available in the download section.
This release fixes some major issues introduced in 0.2.5. An issue related to some lockpicks and probably other items, causing them not to have any effect was resolved. The alert level penalty for a failed picklock has been toned down a bit. And the erroneous alert level displayed in the user interface is fixed too. Using an item from your inventory is now costing a turn. And no, infinite use of items per turn (or reloading from the inventory) wasn't feature, it was a bug.
Dead NPC will drop their whole inventory instead of just some money.
Controls have been expanded: [Shift] + Left Click will move your player automatically to the selected tile. Left Click anywhere will move you one step toward that direction. Moving the mouse over a container will display your chance of picking the lock and the chance of being detected in case of failure. The 'X' key, for eXamine, can be used to look around and get a description for whatever NPC or object. A full post detailing the controls is available on the new official GRA Wiki.
March 3, 2011
Released : Grand Rogue Auto 0.2.5 [Test Build]
GRA 0.2.5 has been released !
You can grab it in the download section of this website.
This new version adds a large amount of features, most of them are related to the economic system and the NPC AI. I won't explain here all the changes because they are too numerous to list in a single post, but there's a (massive) changelog at the end of this post for those who are interested. However I will detail here the major highlights of this new version.
February 14, 2011
Released : GRA 0.2.1 - Test Build
GRA v0.2.1 is now available in the download section.
Note: The initial 0.2.1 release had a nasty bug causing medical supplies to eat your health. You can re-download the game now, it's fixed. Sorry about that mistake.
This new version adds general stores and shops into hospital zones and restaurants to accommodate the several new health, sleep, and food related items that have been added to the game. An item editor has been included but no effect editor yet. Gang members have been added. Attacking them shouldn't trigger a response from the police. However they are still very basic and prone to trigger bugs and small slowdowns to the game. You can enable/disable them when starting a new game. The GUI has been improved a bit, you can see the statistic of weapons and items in your inventory and when shopping.
Full changelog is below.
January 28, 2011
Released : GRA 0.2.0 - Test Build
As promised, the first test build of GRA has been released. You can find it in the newly opened download section of this website. It's probably not very enjoyable as a game yet, but it still gives you the opportunity to look at the modding tools and see what progress has been made during those 2 first months of development.
While downloading the file, I strongly suggest you to read this whole article.
EDIT: It has been tested with Wine (linux) and it's working. Don't forget to chmod it as a executable.
EDIT: It has been tested with Wine (linux) and it's working. Don't forget to chmod it as a executable.
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