Changelog

A number of folks have asked for a more convenient way to browse NEO Scavenger's change history. It's a little (okay, a lot) late in coming, but here it is!

Note that this covers all beta builds since September 2012, since those were (relatively) easy to transcribe automatically. A number of builds were uploaded prior to this date, but will require delving into the Monthly Archive linked at the bottom. Hope this helps!

Jan 6, 2017, 4:14pm - VERSION: 1.15
  • ADDED
  • CHANGED
  • FIXED
    • Fixed a bug that caused misplaced/missing items and camps when autosave is enabled.
  • REMOVED
Mar 2 2016, 2:06pm - VERSION: 1.14
  • ADDED
    • Added optional autosave feature to save game at the beginning of each new turn.
    • Added ability to choose whether encounter map labels appear on minimap by adding =0 or =1 at end of data. If missing, assumes minimap label added.
  • CHANGED
    • Changed crowded map labels near DMC gates to be invisible on minimap, so only gates visible.
  • FIXED
    • Fixed a bug that allowed communal barrel fires to be destroyed in extinguished fire recipe.
    • Fixed a bug in loading screen that prevented log from being added to clipboard if error in XML file.
    • Fixed a bug that misreported 0.0 charges on charged encounter items.
    • Fixed several null pointer bugs when loading save file that included content missing from currently-installed mods.
    • Fixed a null pointer bug if game tried to load recipe scrap for missing recipe.
  • REMOVED
Nov 2 2015, 4:21pm - VERSION: 1.13
  • ADDED
  • CHANGED
    • Changed SampleMod to be self-contained in one folder.
    • Changed old _readme.txt about modding to be stored in SampleMod's folder.
    • Changed loading screen to only show last line of log, and to tell user how to see whole log.
  • FIXED
    • Fixed a bug in treasures with a variable output that would return one less than the specified max.
    • Fixed a bug that allowed the dome light to be used in making noise traps.
    • Fixed a bug that caused 4-week pickup truck extension at St. James to be free.
    • Fixed a bug that deleted arrows/spears that stuck in wounds as a creature died.
  • REMOVED
Jul 24 2015, 2:59pm - VERSION: 1.12
  • ADDED
    • Added code to drop only one item in dragged stack if right-click.
    • Added code to rotate dragged item if using mousewheel.
    • Added code to cleanup orphan quick recipe buttons on click.
  • CHANGED
    • Changed flashlights and NV goggles to deplete when "on" even if not equipped.
  • FIXED
    • Fixed a null-pointer bug in ConfirmCraft if no current recipe set.
    • Fixed a bug that caused random UVD loot to never spawn Hiya Poopy case.
    • Fixed a bug that caused crash site loot to spawn soup chunks instead of cans.
    • Fixed a bug in locked/off iSlab that allowed telling time.
    • Fixed a bug that caused "exit" option in Rollo conversation to be missing, and only available via spacebar.
    • Fixed a bug in the preloader that caused SWF version to fail transition into title screen when done loading.
    • Fixed a bug that caused whole item stacks to be identified on load if one in stack was identified on save.
Jun 10 2015, 3:09pm - VERSION: 1.11
  • FIXED
    • Fixed a null-pointer bug in wounding code that occurred if no valid wound chosen before modifying stats.
    • Fixed a null-pointer bug in HandleCombatResponse if player died in combat.
    • Fixed a bug that caused Ginny to never give reward if all questions answered.
    • Fixed a bug that incorrectly identified string ID request for sounds as item IDs, causing crashes.
May 28 2015, 3:44pm - VERSION: 1.1
  • ADDED
    • Added code to copy loading screen log messages to the clipboard upon reaching the title screen.
  • CHANGED
    • Changed game to look in /data subfolder for xml data, instead of root game folder.
    • Changed game to load data from either a single neogame.xml file or separate xml data files for each data type.
    • Changed game to try neogame.xml first, then separate files.
    • Changed base game data into separate data files, for easier reading.
May 14 2015, 12:41pm - VERSION: 1.06
  • ADDED
    • Added ability to mod exempt certain recipes from having paper scrap loot. (New optional recipe property.)
    • Added code to trim spaces out of neogame.xml mod ID and data ID references before trying them.
    • Added code to display error message if file not found while loading game data and mods.
    • Added code to display error message if xml file is badly formed or has errors.
    • Added code to display error if getmods.php has a missing mod, wrong mod name, or wrong mod path.
  • CHANGED
    • Changed torches to degrade when used in recipes, so torch degrades at same rate as branch inside it.
  • FIXED
    • Fixed a bug that caused fullscreen to exit when switching states on Macs.
    • Fixed a bug in ATN conversation that allowed asking same question twice.
    • Fixed a bug that caused player to see footprints everywhere after gaining legendary reputation w/tracking skill.
    • Fixed a bug in the ATN conversation that would exit if no choice was made.
    • Fixed a bug that allowed player to ask Hatter about Blue Rot before it makes sense.
Apr 14 2015, 3:40pm - VERSION: 1.05
  • CHANGED
    • Changed DMC guard loadout to only have one firearm, to prevent bug where pristine pistols are littered everywhere.
    • Changed loading screen to only launch browser if logo clicked, not whole screen.
  • FIXED
    • Fixed a bug that allowed the player to freeze to death if imprisoned at Saginaw.
    • Fixed a bug that caused player to be automatically re-exiled after exile period expires.
    • Fixed a bug that caused modded items with "ignore subgroup stacking" property to stack with any modded item.
    • Fixed a bug that caused modded campsites to all be the same.
    • Fixed a bug that prevented master volume settings from being saved.
    • Fixed a bug that caused modded ingredients used in modded encounters to get mixed-up.
    • Fixed a bug that caused NPCs to give food reward with blinkies inside soup cans, and soup without containers.
    • Fixed a bug that caused skill/flaw totals not to be visible in Small UI mode after player dies once.
    • Fixed a bug in Main Menu small button highlight update code.
    • Fixed a bug that still mentioned "bag lady" in Red Gnome Diner.
Feb 26 2015, 5:21pm - VERSION: 1.04
  • CHANGED
    • Changed random encounters that cause lost random item to only choose non-plot items.
  • FIXED
    • Fixed a typo in "Baby Back Ribs" random encounter.
    • Fixed a bug that caused hex resource items to be deleted if context menu was used to first delete and item then use resource.
    • Fixed a typo in ATN encounter (germaine).
Feb 13 2015, 4:40pm - VERSION: 1.03
  • FIXED
    • Fixed a bug that caused game to freeze during end turn due to AI null-pointer when checking nearby leaders.
    • Fixed a bug that caused null-pointer when using an item via context menu.
    • Fixed missing recipe category on makeshift rag shoe.
    • Fixed bug that caused gloves to list condition on status screen, unlike other clothes.
    • Fixed a bug in the rotten meat condition that made it permanent.
Feb 12 2015, 6:45pm - VERSION: 1.02
  • ADDED
    • Added extra junk market store policy info when first visiting site.
    • Added code to improve trackpad and MS Surface clicking/right-clicking.
  • CHANGED
    • Changed save game process so most important data is saved first, in case of crash during map data.
    • Changed scavenge locale spawn rate code back to original design to avoid bugs introduced by new code.
    • Changed scavenge locale spawn rate to cap at 300 hours to prevent endless looping.
  • FIXED
    • Fixed a bug that caused modded items not to stack when using property 88 (ignore subgroup on stacking).
    • Fixed a bug that caused Blue Frog papers to be given as treasure instead of Meredith Ewing papers.
    • Fixed a crash that occurred when a creature shares the Player's faction while calculating next move.
    • Fixed a bug that caused item context menu to disappear behind message window when item was near screen bottom.
Jan 30 2015, 6:45pm - VERSION: 1.01
  • ADDED
    • Added ability to mod and create new DMC locations.
    • Added ability to mod starting hex in GameVars table.
    • Added ability to mod starting date in GameVars table.
    • Added ability to mod climate settings in GameVars table.
    • Added code to try all available campsites if the ground is full when ditching vehicles, instead of just the first campsite.
    • Added code to try all available campsites if the ground is full when item degrades.
    • Added code to try adding items inside containers when an item falls apart.
    • Added ability to access your things before leaving when Parkade pass expires with you in it.
    • Added 24h warning when Parkade Pass is about to expire.
    • Added code to prevent attack mode switching penalties when only one attack mode available.
  • CHANGED
    • Changed hex scavenge locale code to be faster, which improves some processing time during save game loading and map movement.
    • Changed kick move to only be available to intelligent AI (dogman was using it).
    • Changed Hatter mission conversation to better fit various intro job options.
    • Changed fur gloves to not have absorbant property, to avoid crafting issues in rag recipes.
  • FIXED
    • Fixed a bug that caused game to crash (both during play and loading saves) if AI had a malformed waypoint assigned.
    • Fixed a bug that caused modded software to be accessible inside locked/unpowered hardware.
    • Fixed a bug in NaN item durability changes.
    • Fixed a bug that caused issues if default weather and date info is not found in xml.
    • Fixed creature's PassTime method to change actual game date and update hexes.
    • Fixed a bug that caused loading to fail if a mod with more than 500 images had override images.
    • Fixed a bug that caused Hatter not to take drum and vial from player when brokering the deal.
    • Fixed a bug that caused map to stop scrolling near edges when game resolution was switched.
    • Fixed a bug that caused death messages to be missing from "Final Moments" log.
    • Fixed a bug that caused status messages on player after death.
    • Fixed a bug that caused pixel seams to appear in hex map at night.
    • Fixed a bug that allowed farming unstoppable/elusive status at Zom Zom's
    • Fixed a bug that caused crafting ground space warning to disappear when changing ingredients pages.
    • Fixed a bug that allowed head butts against dogs and drones.
    • Fixed a bug that caused save/load to forget preferred hex camps.
    • Fixed a bug that caused item duplication when crafting with something slotted that degrades.
    • Fixed Night Vision skill image in Small UI mode.
    • Fixed a bug that caused balaclava to armor wrong slot.
    • Fixed a bug that caused text overflow during Saginaw King confrontation encounter.
    • Fixed a bug that caused Saginaw entrance banner to be unusable after meeting Ginny at night.
    • Fixed bug that prevented nanorobotic medkit from curing acute hepatitis.
    • Fixed a bug that caused St. James Parkade to evict player even after renewing stay.
Dec 15 2014, 11:29am - VERSION: 1.0
  • NO CHANGES FROM v0.9961b
Dec 9 2014, 6:22pm - VERSION: 0.9961b
  • ADDED
    • Added ability to right-click on a hex to toggle camp icon.
  • CHANGED
    • Changed feral dog spawn numbers to be lower.
    • Changed AI code to increase pack behavior in non-solo creature types.
    • Changed dogs to be unable to use special moves like kick, melee surge.
    • Changed hex info tooltip to be in corner of screen instead of floating tooltip.
    • Changed dog corpses to produce less meat and fur.
  • FIXED
    • Fixed a bug that allowed rag shoes to be crafted from UVDs.
    • Fixed anachronism in random encounter.
    • Fixed a bug that caused all subsequent shoes to fall off after flip flop falls off.
    • Fixed a bug that caused endgame reputation skills to duplicate on save/load.
    • Fixed crafting yield title text wrapping UI issue.
    • Fixed a mirrored sprite bug in flip flop and gator "left" sprites.
    • Fixed missing dog faction in game data.
    • Fixed a bug that allowed barrel fires to be deleted.
Dec 5 2014, 5:06pm - VERSION: 0.9960b
  • ADDED
    • Added feral dogs to game.
    • Added flip flops to game.
    • Added Gators shoe-sandals to game.
    • Added running shoe item to game.
    • Added makeshift rag shoe to game.
    • Added shoe sole item to game.
    • Added recipe for makeshift rag shoe.
    • Added new sprawl campsite to replace grassy plains.
    • Added new trash barrel fire.
    • Added conversational rumors to NPCs if player has right history.
    • Added new battle moves if player has right history.
    • Added losepine and L-thyroxine pills and bottles to game.
    • Added pill organizer item to game.
    • Added recipe to break large branch into smaller branches.
    • Added tooltip info to hexes on mouseover.
    • Added categories to quick recipe names, for better sorting.
    • Added gradual blood loss penalty when creatures have sepsis.
    • Added lockbox warning to Stoat conversation endings.
    • Added code to toggle cursor mode via mouse when clicking on cursor mode button (below stat bars).
    • Added extra text to DMC skyline first encounter to warn player of scarce scavenge loot near city.
    • Added intro encounter text to first Sprawl visit.
    • Added extra sleeping bag tutorial info to encounter where players receive first sleeping bag.
  • CHANGED
    • Changed random encounters to be more common.
    • Changed Blue Rot, Smallpox, and Hepatitis diseases to gradually decrease immune system strength instead of chance of killing based on time.
    • Changed cholera to kill indirectly via dehydration and sepsis, instead of instantly via timer.
    • Changed gastroenteritis to reduce immune system health slowly over time instead of all at once.
    • Changed poison to kill slowly through sepsis rather than suddenly through timing.
    • Changed death by infection to be called "Septicemia" for more clinical name.
    • Changed burning pain condition at Saginaw to have a duration, so effects disappear after 1 hour.
    • Changed crafting warning text to be more visible.
    • Changed health bar to say "Sick" when infection is lowest stat, instead of "Infection," since it's more of a layman's term.
    • Changed readme to include Linux help.
    • Changed hex camp icon to be higher so it doesn't get blocked by tall hexes.
  • FIXED
    • Fixed bug that caused crafting next/prev buttons to show when confirm button invisible.
    • Fixed a bug that did not degrade tools used to enter locked storage sheds.
    • Fixed a bug that caused St. James expiration to be ignored if away from the hex when it happened.
    • Fixed a bug that sometimes caused game to crash/behave strangely if stat bar was near 0.
    • Fixed a bug that caused Forest Shack hexes to generate forest scavenge sites too quickly.
    • Fixed a bug that caused Item screen UI issues when manually changing game window size with AUTO UI set.
    • Fixed a bug that caused health bar to say "In Pain" when problem was something else like infection or blood loss.
    • Fixed a bug that caused the last defined headline to be missing from game.
    • Fixed bug that caused crafting yield items not to stack, resulting in sometimes lost items.
    • Fixed a massive number of typos/grammar errors. (Thanks, Tactless!)
    • Fixed a bug that caused Trapping quick recipes to be missing on new characters.
    • Fixed a bug that caused tile tracks to reset on save/load.
    • Fixed a bug that sometimes caused item to be lost if attached to cursor when switching to/from crafting screen.
  • REMOVED
    • Removed old cheat mode shortcut Shift Z.
    • Removed redundant map definition from game data.
Nov 12 2014, 4:35pm - VERSION: 0.9952b
  • ADDED
    • Added warfarin pills to game, which are a blood-thinner.
    • Added code to improve a creature's battle escape chances if opponent cannot run, and reduce chances if creature cannot run.
  • CHANGED
    • Changed pills to have no names except on bottles or when player has medic skill.
    • Changed Red Gnome diner to have cursed outcome if forgetting to pay, instead of fatal outcome.
    • Changed Trapping fire recipe to take a bit longer.
  • FIXED
    • Fixed a bug that caused Red Gnome diner to have different pay/run choice order on some screens, resulting in mis-clicks.
    • Fixed a bug that caused Hatter to be missing if player used security footage to bypass opening mission.
    • Fixed a bug that caused keys not to fit into hand slots.
    • Fixed a bug that caused cleaning and dressing wounds to leave them bleeding/infected.
    • Fixed a bug that caused cleaning and dressing wounds to exacerbate them when removing barbed objects.
    • Fixed a bug in Clearbone Valley that prevented accessing items.
    • Fixed a bug that caused player to have mismatched resting stat bar and descriptor after eye augmentation procedure.
    • Fixed a typo in St. James Parkade w/renting hatchback for 4 weeks.
    • Fixed a bug that caused NPCs to spawn with 100% items despite having "weathered loadout" condition.
    • Fixed a bug that caused AI to have duplicate waypoints on save/load.
    • Fixed a bug that caused DMC to have quarantine even if Eli reaches gates without Blue Rot.
    • Fixed a bug that caused Hatter Blue Rot deal to disappear if player chose Grayling convo first.
    • Fixed a bug that caused stacked items in a slot to be left behind when used in crafting.
    • Fixed a bug that caused duplicate camp conditions on player when renting at St. James.
Nov 6 2014, 4:48pm - VERSION: 0.9951b
  • ADDED
    • Added illustration to Red Gnome encounter.
    • Added makeshift sack item.
    • Added recipes for making makeshift sack from sleeping bags or sheets and thread.
    • Added small and medium battery sparker items to game.
    • Added recipes for creating battery sparkers.
    • Added sunlight item to game.
    • Added recipes for creating small fire from focused sunlight.
    • Added short shorts item and recipe.
    • Added creature sprites for bags and boxes.
    • Added button to toggle font size in message window.
    • Added code to show precise temperature if player is carrying a thermometer.
  • CHANGED
    • Changed Radiation Bob to always be there.
    • Changed hexes adjoining cryo to be non-random, to prevent unfair starting terrain (e.g. all hills/woods).
    • Changed Merga Wraith to be tougher.
  • FIXED
    • Fixed a bug that caused ATN conversation to bail if no choice was made.
    • Fixed a bug that caused opponent condition list to show old battle info if current opponent is not visible.
    • Fixed a bug that caused encounter items to disappear when using drag cursor mode.
    • Fixed a bug that caused degrading items in unoccupied hex camps to disappear.
    • Fixed a bug that caused some slot-based conditions to be ignored on AI when spawning.
    • Fixed typos in DMC convo and Haggerty diag.
    • Fixed a bug that showed weight on ability/flaw tooltips.
    • Fixed a typo in Stoat conversation.
    • Fixed a bug that caused some items to be missing in encounters if stored vertically (too big).
    • Fixed line-wrap in ability point total text in small UI mode.
    • Fixed typo in flaw instructions text.
  • REMOVED
    • Removed "To Core City" marker on DMC map, as it was suggesting more city could be visited.
Oct 28 2014, 4:02pm - VERSION: 0.995b
  • ADDED
    • Added code to warn user if confirming with unspent ability points.
    • Added "Last Chance" Canteen to DMC Sprawl.
    • Added St. James Parkade to DMC Sprawl.
    • Added code to allow encounters to remove campsites from hex.
    • Added code to give player basic and skill-specific quickrecipes when starting game.
    • Added resting effects to eye surgery at Haggerty.
    • Added new "GameVars" table to xml, for loading one-off data and settings info.
  • CHANGED
    • Changed skill select screen to be point-based, instead of size-based.
    • Changed Skill select to use "Abilities" and "Flaws" instead of "Skills" and "Traits."
    • Changed Skill select UI to be more symmetric, and have more concise text, to make it more intuitive.
    • Changed all eye augmentations to use new ability and flaw system.
    • Changed Battle GUI to reduce text overflow in conditions area.
    • Changed slots to disappear if invalid while dragging an item.
    • Changed ATN market fire to be small version, to free up space.
  • FIXED
    • Fixed a bug that caused certain status conditions to get stuck if item degraded in player's inventory.
    • Fixed a bug in Martha encounter outside Grayling that caused entrance to appear in adjacent hex after player teleports.
    • Fixed a bug that allowed vehicle to be accessed after entering Grayling.
    • Fixed a bug that prevented first node in an encounter from giving treasure.
    • Fixed a bug that caused ATN Joe treatment to skip Michelle when it shouldn't.
    • Fixed a bug that caused unlocked laptops to not allow exact time of day.
    • Fixed a bug that prevented left shoulder slot from having sort button.
    • Fixed a bug that prevented music volume from changing on options screen until returning to the game.
    • Fixed a bug that caused creature clothing sprites to get stuck when surrendering/being looted.
    • Fixed a bug that caused shoulder slot items to show over torso when no shirt worn.
    • Fixed a bug that caused Yezinka to not spawn anymore.
    • Fixed a bug that caused dead-end encounter when meeting Martha at Grayling.
    • Fixed several typos in encounters.
Oct 14 2014, 4:23pm - VERSION: 0.9942b
  • ADDED
    • Added ability to use mechanic skill in scavenging buildings to reduce accident chances.
    • Added cooldown period to melonhead reinforcement ability, to prevent over-use.
    • Added reinforcement cooldown as a default condition on newly-spawned melonheads, to prevent cascading numbers.
    • Added exit function to GPS.
    • Added single dose Blue Rot cures to Saginaw basement loot.
  • CHANGED
    • Changed scavenge loot for households to be more appropriate (e.g. no night vision goggles).
    • Changed tooltip pop-up width to be wider, so newspaper text isn't too long to fit on screen.
    • Changed hiding button tooltip to mention start/stop toggle.
    • Changed run button to disappear when run moves remaining <= 0.
  • FIXED
    • Fixed a bug in the ParseConditions code that would allow NaN values in aModifiers (causing errors like immunity to wounds).
    • Fixed a bug in Grayling that would cause dead-end when returning to outside fence area.
    • Fixed a bug that caused weather icon to appear on wrong screens during battle.
    • Fixed a bug that caused Clearbone basement to duplicate upon revisit.
    • Fixed a bug in Hatter deal that didn't take Blue Rot sample nor pay player.
    • Fixed a bug that caused markets to restock multiple times during first hour of each morning.
    • Fixed typos in Isotope Mine, Haggerty Health, and other encounters.
    • Fixed bug that prevented reverse-crafting compound bow w/strap.
    • Fixed weight of copper beads on a string.
    • Fixed typo in datafile.
    • Fixed bug in DMC interrogation that caused premature ending if player was flagged by DMC guard.
Oct 7 2014, 3:54pm - VERSION: 0.9941b
  • ADDED
    • Added batch of new audio for Paul: headwear, fire, scopes/binocs, metal drum/canister, etc.
  • CHANGED
    • Changed scavenge loot chances to be lower in urban buildings that are not damaged, to compensate for recent increase in available buildings.
    • Changed number of urban scavenge sites to be slightly less, since many hexes had 5-7 sites initially.
    • Changed isotope mine intro to be less aware of the past.
  • FIXED
    • Fixed a bug that caused search move to be unavailable in battle.
    • Fixed a bug that caused Martha's Army conversations to repeat endlessly.
    • Fixed a bug that prevented death ending from killing player.
    • Fixed a bug that prevented black detector object from being usable where it should be.
    • Fixed a bug that caused hardware to sometimes randomly change contents between saves.
    • Fixed gray shirt and hospital gown sprites to layer more cleanly.
    • Fixed a null-pointer bug when retrieving a random newspaper item.
    • Fixed a UI bug in the run moves remaining text.
    • Fixed a typo in Stoat offer.
    • Fixed a bug in the random container loot table that caused extra potato chip bags.
Oct 3 2014, 3:45pm - VERSION: 0.9940b
  • ADDED
    • Added new encounter location where plot ends.
    • Added new ending screen, triggered when final encounter is done.
    • Added two new side-missions.
    • Added roadmap item, art, and loot tables.
    • Added potato chip bag, foil item derivatives/recipes, and chips items.
    • Added new human faction.
    • Added "Enervated" trait as an opposite of Athletic.
    • Added text hinting at other humans after escaping cryo for first time.
    • Added text message to alert player if they are sneaking while moving.
    • Added new condition effect "EndGame" which triggers the game ending screen with specified encounter ID.
    • Added code to change or remove map and minimap labels via encounters, instead of just adding them.
    • Added new condition field aThresholds, for making conditions overflow to new conditions at certain thresholds.
  • CHANGED
    • Changed Hidden Lake encounter to be less arbitrary and more fair.
    • Changed DMC guard support move to only flag target if target is visible and conscious.
    • Changed urban ruins hexes to have more guaranteed scavenge locales on first visit.
    • Changed Stoat conversation to give different starter items depending on choices.
    • Changed King Eli/Liza to never use "ditch vehicle" move. (To avoid duplicate treasure bug.)
    • Changed GPS encounter structure to better support new entries.
    • Changed random encounter mentions of gangs to be less well-informed.
    • Changed AI battle move priorities to be more effective.
    • Changed eastern glow appearance to only happen if player hasn't used GPS to locate Detroit already.
    • Changed game over screen to fade out when new game started, instead of abrupt.
    • Changed melonhead reinforcement move to have lower priority (used less).
    • Changed skill select screen to use take/drop mouse mode instead of drag.
    • Changed document items to be stackable to 20, and ignore subgroups when stacking.
    • Changed random clothing loot table to be "or" instead of "and" for each type listed.
    • Changed Saginaw "Bleeding Internally" condition to disappear immediately, so only the message log remains.
  • FIXED
    • Fixed a bug that prevented forest shacks from starting with scavenge sites.
    • Fixed a damage calculation error when attack penetration exceeded cut armor value.
    • Fixed a bug that caused ChainCondition and SetImmunity to remap incorrectly in mods.
    • Fixed a bug that caused rotting human corpse anywhere in ATN to trigger cannibal banishment when visiting market.
    • Fixed a bug that crashed game when loading a mod with missing images.
    • Fixed a bug that crashed the game when a mod defined a new camptype.
    • Fixed a bug that caused game to crash when loading a game saved during encounter w/treasure.
    • Fixed a bug that caused running to deduct fill move cost when run moves left was <= 1.
    • Fixed a bug that caused manhole encounter to ignore gas masks and filters.
    • Fixed a bug that caused game to re-apply encounter treasure, conditions, creatures, and teleport when loading a save game mid-encounter.
    • Fixed a bug that allowed AI to move into some forbidden hexes.
    • Fixed a bug that caused creatures to drop any item instead of specified type in LoseRandomItem feature.
    • Fixed a syntax bug in King Eli/Liza's starting treasure w/sled.
    • Fixed a bug that called solo creatures "leader".
    • Fixed typos in ATN encounter.
Sep 1 2014, 3:36pm - VERSION: 0.9936b
  • ADDED
    • Added ability to spy on hexes in addition to creatures, which can be used to reveal hidden creatures before entering.
  • CHANGED
    • Changed creature detection stat to be fixed instead of varying per-turn.
    • Changed full meal benefits to have higher hydration value.
  • FIXED
    • Fixed a bug that caused running moves left to restore during battle.
    • Fixed a bug that caused previously visible creatures to sometimes start battle invisible.
    • Fixed typos in Hatter and Looter encounters.
    • Fixed a bug that caused stacked conditions to have wrong start date in save games.
    • Fixed null pointer bug when creature's tile was null during visibility check.
    • Fixed a bug that caused King Eli to offer to talk without any talk encounter happening.
  • REMOVED
    • Removed ability to wear Blue Frog sash on face (was causing too many bugs).
Aug 29 2014, 3:42pm - VERSION: 0.9936b
  • ADDED
    • Added recipe for lit smudge stick.
    • Added code to prevent AI looting important hex objects.
  • CHANGED
    • Changed "Search" move to start weak, and to stack effects over time.
    • Changed UVDs to degrade silently.
    • Changed "Reveal Self" move to require AI Intelligence, so animals don't do it.
    • Changed confiscation box to have more space and arrange items largest-first, to reduce lost items.
  • FIXED
    • Fixed a bug that caused Blue Rot 2 recursion.
    • Fixed a bug that prevented bags from going into travois.
    • Fixed a bug in Creature.DropItem that re-added same object instead of remainder.
    • Fixed a bug that caused overflowing item stacks to sometimes be missing overflow item sprite.
    • Fixed typos in Merga Wraith/Realm encounters.
Aug 28 2014, 2:43pm - VERSION: 0.9935b
  • ADDED
    • Added ability to wear rags and sashes over face, to help block airborne diseases.
    • Added ambush screen before battles where player is unseen.
    • Added Hiya Poopy children's backpack to game.
    • Added penalty of ATN exile if trying to sell human meat there.
    • Added vision penalties to gas mask.
    • Added camp benefits to AI creatures when entering hexes.
    • Added innoculation to Blue Rot if player survives phase 3.
    • Added code to make sneak attacks always successful.
    • Added code to make sneak attacks do extra damage.
    • Added m_fMoveCost property to creatures to control cost per hex modifiers via conditions.
    • Added new ChainCondition property on creatures to allow new conditions to trigger other conditions/removal.
  • CHANGED
    • Changed hiding to remain active while moving, but costs double moves per hex.
    • Changed Blue Rot to transmit at different ranges depending on stage.
    • Changed SetImmunity to support more than one ID per call.
    • Changed "duffle" to more traditional "duffel".
    • Changed skilled and unskilled hiding bonuses to be better.
    • Changed penalties to visibility and awareness for movement to apply to all creatures instead of just player.
    • Changed battle moves to remove hiding condition if flagrant.
    • Changed random container loot table to have higher chance of better options.
    • Changed scavenge locale spawn rates to be 10% of old rate.
    • Changed "Search" to occur after sneak and movement battle moves, so their effects are active when search happens.
  • FIXED
    • Fixed a bug that caused hex scavenge sites to update too often.
    • Fixed bug that caused electric charges to be confiscated at Zom Zom's.
    • Fixed a bug that caused moves/turn tooltip to misreport stacked conditions.
    • Fixed a blank encounter node when refusing right of Trial with Liza at Saginaw.
    • Fixed a bug that caused null pointer when exiting Saginaw after accusing Liza (trying to undo null locker).
    • Fixed a bug that caused dead-end in Saginaw encounter after refusing Liza's offer.
    • Fixed a bug that allowed infinite backpack recursion.
    • Fixed a bug that caused seen creatures to become unseen in combat.
    • Fixed missing hiding penalties for failing certain battle moves.
    • Fixed a bug that caused campsites to ignore alertness benefit.
    • Fixed a bug that caused game to increment total recipe count when overriding recipes.
    • Fixed a bug that prevented C-Store from refunding money on items that were picked up and put back down again.
    • Fixed bug in random weapon loot table that left 4% chance of nothing.
  • REMOVED
    • Removed code that temporarily altered creature visibility and checked detection after each move was executed.
Aug 20 2014, 2:20pm - VERSION: 0.9934b
  • FIXED
    • Fixed a bug that caused RTG power cell to be replaced by other battery type.
    • Fixed a bug that caused campsites to double-count stats from stacked items.
    • Fixed a bug that caused blisters to increase movement instead of decrease.
    • Fixed a bug that caused resolution-switching to mess up when switching between 4:3 and Small GUI.
    • Fixed a bug that caused head slot container space to be visible in top left corner.
Aug 19 2014, 2:48pm - VERSION: 0.9933b
  • CHANGED
    • Changed "glass shiv" to "shiv" since it can be made via plastic now.
  • FIXED
    • Fixed a bug that caused conditions to be ignored if queued. (E.g. some items like DMC bracelet stop working over time.)
    • Fixed a bug that caused quick recipe button to sometimes fail, even if appropriate ingredients are present.
Aug 18 2014, 4:22pm - VERSION: 0.9932b
  • ADDED
    • Added new DMC SkyCorps Drone to replace DMC Sniper as support for DMC Guards.
    • Added new items and recipes for players with mechanic and electrician.
    • Added new field to recipes for controlling how output degrades based on consumed inputs. (e.g. allowing modders to create repair recipes)
    • Added Paul's new sounds for items.
    • Added new "Player" creature type, from which player stats are derived. (For modding.)
    • Added blisters when wearing footwear on wrong foot.
    • Added missing Saginaw encounter choices if player talks to Liza.
  • CHANGED
    • Changed fire and shard recipes to always output 100% items.
  • FIXED
    • Fixed confiscated item locker to disappear after one turn, leaving items on the ground.
    • Fixed a bug that caused items to overlap in containers sometimes (e.g. after container was discharged and refilled).
    • Fixed immunities to also ignore status messaged, not just effects of conditions.
    • Fixed Saginaw encounter to prevent player conversing with Liza again after agreeing to help her.
    • Fixed a bug that caused previous target image to change incorrectly when current target cycled.
    • Fixed a bug that caused attackmode discharges to deduct wrong amount if charge profile required more than one charge per attack.
    • Fixed a bug that caused Blue Rot to infinitely recur instead of passing naturally.
    • Fixed a bug that caused software to get stuck on screen if swapped with a battery in a charged hardware item.
    • Fixed typo in ATN encounter.
    • Fixed a bug that caused container contents to rotate if inside an item being crafted.
    • Fixed a bug that caused Hatter encounter to fail triggering after using Trapping or Tracking.
    • Fixed a bug that made SetImmunity only add immunities, not remove them.
    • Fixed a bug that caused gas mask filters to not fit in most containers.
    • Fixed a null-pointer bug that occasionally happened when game finishing and changing to title screen.
    • Fixed a bug that allowed treasures to be duplicated in Merga's Realm.
    • Fixed a bug that caused North wing to be a dead-end/exit encounter.
    • Fixed a missing exit bug in Rollo's chambers after revisiting him
  • REMOVED
    • Removed ItmHuntingRifle.png, as it was unused (strapless rifle across back).
Aug 5 2014, 2:36pm - VERSION: 0.9931b
  • ADDED
    • Added new item property 88 to ignore subgroups when stacking items. (e.g. like recipes and headlines)
    • Added code to make chance of disease transfer in battle depend on ratio of current range to transfer range.
  • CHANGED
    • Changed creature spawning rates to be weighted by new "fWeight" field in game data.
    • Changed creature spawning rates to reduce skewing towards creatures with variants (e.g. Blue Frogs).
  • FIXED
    • Fixed Blue Rot, Smallpox, Pneumonia, and Hepatitis from stacking multiple stages on same creature.
    • Fixed a bug that caused override data to be ignored when applied to template-based items (e.g. camps, data).
    • Fixed a bug that caused craft confirm button tooltip on non-crafting pages sometimes.
    • Fixed a bug that caused crafted output items to be missing software sometimes.
    • Fixed a bug that caused "SetImmunity" to ignore ID namespaces in mods.
    • Fixed a bug that caused return to Zom Zom's to delete confiscated items.
    • Fixed a bug that caused confiscate to throw null pointer error if used a second time during a play session. (e.g. Zom Zom's stuck bug)
    • Fixed typo in Zom Zom's.
    • Fixed a bug that caused gas mask cartridges to not fit on ground.
Aug 1 2014, 4:17pm - VERSION: 0.993b
  • ADDED
    • Added new location and plot encounters.
    • Added Blue Frog preacher and cultist to replace old generic Blue Frog.
    • Added new Hatter encounters for some player choices.
    • Added new queries to two NPCs, ATN, and GPS.
    • Added player crosshairs to minimap.
    • Added hex fading to minimap.
    • Added giizhik smudge stick effects to some situations.
    • Added ability to confiscate items in encounters, and give them back later.
    • Added lockbox item to game.
    • Added confiscate items to Zom Zom's and one other encounter.
    • Added system object property to system objects in game (e.g. GUI containers) to avoid confiscation.
    • Added new "SetWaypoint" property to AI so conditions can set and queue waypoints.
    • Added "TriggerEncounter" to AI so AI can have conditions applied when reaching waypoint.
    • Added AI waypoint code to support encounter trigger at end of each waypoint.
    • Added "Player" precondition to all plot encounters, so only player can trigger them (now that AI can trigger, too).
    • Added condition to allow crafting during some encounters.
    • Added custom AI hex looting algorithm, so AI prefers better loot.
    • Added code to prevent AI overloading self when looting.
    • Added method on AICreature to add and remove conditions to player (for plot flags).
    • Added PassTime method to creatures for condition use (e.g. pass 2 hours in encounter).
    • Added code to ignore talisman when surrendering in combat.
    • Added UVD items in 4 varieties, plus scratched.
    • Added recipe to break UVDs and cases into plastic shards.
    • Added swamp and forest crash site scavenge locations.
    • Added nasal allergy condition.
    • Added nasal allergy as accident to urban and brutish scavenging.
    • Added new rubble camp type.
    • Added new scavenge locale for Great Black Swamp.
    • Added code to auto-advance combat turns if player is asleep for more than 2 consecutive turns.
    • Added a new battle move to crawl away from battle if crippled and opponent is unconscious.
    • Added defoliant and exposure condition.
    • Added new field to conditions to set their transfer range to other creatures in combat.
    • Added gas mask item, and situations where it can be useful.
    • Added immunity field to creatures, so they can resist conditions.
    • Added code to round move reserve left UI to 2 digits.
    • Added code to remove "running" condition when entering combat.
    • Added new torso slot depth (3) for sash and other items worn outside armor/fur.
  • CHANGED
    • Changed map to have larger swamp area, with jagged boundary.
    • Changed Stoat to always appear if player wearing cryo wristband, and not otherwise.
    • Changed AI hex looting to use current lighting and detection level to check if camps are seen, instead of pure random number.
    • Changed items screen silhouette to have better hit areas (filled gaps).
    • Changed Merga Wraith AI to avoid charging in combat. Uses advance instead (to make escape possible).
    • Changed poison condition so that abdominal pains are a separate condition, so other conditions can share effect.
    • Changed poison condition to be invisible, and only symptoms visible.
    • Changed Blue Frog spawn coordinates.
    • Changed recipes to generate treasure items after game data is loaded, to avoid null pointer issues (cases with bNested=true).
    • Changed pistol ranges from 10 to 30.
    • Changed shotgun slug ranges to 60.
    • Changed dirty rags treasure from 3-5 units to 4.
  • FIXED
    • Fixed a bug that prevented Hatter revisits from triggering.
    • Fixed a bug that caused all items to be use-degraded in encounters, even if use charges were set to 0.
    • Fixed several missing discharge values in scavenge encounters.
    • Fixed a bug that caused repeated death messages in Game Over screen's "Final Moments." bd
    • Fixed a bug that caused software to be missing in treasure that involved locked or uncharged hardware.
    • Fixed a bug in AI setting player conditions.
    • Fixed a bug that caused reverse recipes to generate extra tool in output.
    • Fixed a bug that caused jar of eyes to not work in web version.
    • Fixed bug that prevented crowbar use in locked storage shed if skilled in lockpicking.
    • Fixed a bug that allowed players to sleep and rest during encounters.
    • Fixed a bug that caused ATN to be unlabeled on map after visiting.
    • Fixed a bug that caused infinite loop during loading if player added more than one mod with the same name.
    • Fixed a bug that caused degrading discharges to stay active when charges completely spent.
    • Fixed a bug that caused null pointer error when loading a game that had NPC with container in slot without visible capacity (e.g. head).
    • Fixed a bug that caused item image overrides to be ignored if game is loaded in low-res mode.
    • Fixed a bug that caused mod remap ID to be off by one in some cases when overriding data.
    • Fixed a bug that caused mod battlemoves to have bad condition IDs, resulting in no effects.
Jun 26 2014, 4:04pm - VERSION: 0.9922b
  • FIXED
    • Fixed a bug that caused some AI to be hostile when first meeting player.
    • Fixed a bug that caused camp stats to ignore updates when item inside them switched modes.
    • Fixed a bug that caused camp stats to ignore items inside them when game loaded.
    • Fixed a bug that caused extra line breaks in encounters when loading data from xml.
    • Fixed a bug that caused duplicate recipes to be shown on crafting page when loading mods with overrides.
Jun 23 2014, 2:33pm - VERSION: 0.9921b
  • ADDED
    • Added code to warn user on loading screen if item was listed in data but never defined.
  • FIXED
    • Fixed a bug that caused game to crash when starting if a mod item was listed but undefined.
    • Fixed a bug that caused remapper to give mod recipe scraps wrong nGroupID, causing missing items.
    • Fixed a bug that caused bows and pistols to be missing default ammo.
    • Fixed a bug that caused demo Play button to be missing in new mod remapper version.
    • Fixed a bug that caused forest shack hexes to start with forest as scavenge location too often.
Jun 18 2014, 2:50pm - VERSION: 0.992b
  • FIXED
    • Fixed a bug that caused remapper to break when referencing items that hadn't been loaded yet.
    • Fixed a bug that caused mod remapping to fail if referencing a mod's data out of sequence.
    • Fixed a bug that caused treasure ID remapper errors in mod encounters.
    • Fixed a bug that caused hardware (computers, phones, etc.) to be treated as non-hardware when in a mod.
    • Fixed a bug that caused encumberance bar to turn green while still overloaded.
    • Fixed a bug that caused a soft crash due to triggering negative encounter IDs.
    • Fixed a game-breaking bug that happened when a non-encounter item was stuck to cursor after entering an encounter.
Jun 13 2014, 4:19pm - VERSION: 0.991b
  • CHANGED
    • Changed LoseRandomItem to accept property ID instead of nGroupID (to support mods better).
    • Changed Add/Remove skill and trait conditions to be "Effect" type instead of "Field" type. To support modding IDs.
    • Changed remapper to handle mod-sensitive IDs within condition effects.
  • FIXED
    • Fixed a bug that caused recipe loading to choose an out-of-index value. (Occasional stall during game load.)
    • Fixed a bug that caused encounters to ignore new mod encounters as outcomes.
    • Fixed a bug that caused items to be destroyed during crafting if inside containers that were destroyed.
Jun 12 2014, 2:51pm - VERSION: 0.990b
  • FIXED
    • Fixed a bug in the remapper that caused intra-mod dependencies to fail, due to loading order.
    • Fixed bug that caused recipe scraps to sometimes fail to load.
    • Fixed a bug that caused mods to remap ingredients incorrectly.
    • Fixed a bug that caused encounter triggers to happen on wrong hex types.
    • Fixed a bug that caused music to never fade out when options screen has non-100% music volume.
Jun 10 2014, 2:45pm - VERSION: 0.989b
  • ADDED
    • Added Paul's new audio for spears, bows, plastic bottles, rifles, tarps, shards, and arrows.
    • Added code to limit usage ATN food and healing services.
    • Added "wait" battle move, to help new players see they can skip combat turns (especially when recovering and AI demands surrender).
  • CHANGED
    • Changed shirt loot table so fur tunics and 3-dog-man t-shirts more rare.
    • Changed container loot table so backpack, duffle, and first aid kit more rare.
    • Changed junk loot table so sleds, carts, and painkillers more rare, and rubble/glass more common.
    • Changed loot tables so drugs are more rare.
  • FIXED
    • Fixed a bug that caused save/load process to fail while loading games.
    • Fixed a bug that caused Zom Zom's entrance to be missing after talking to Stoat.
    • Fixed a bug that caused DMC map to zoom incorrectly when "Stretch" option was enabled.
    • Fixed a bug that caused ATN store items to be unidentified.
    • Fixed missing sounds in menu take/drop mode.
    • Fixed temperature/comfort bar calibration.
    • Fixed context menu size when in 4:3 mode.
    • Fixed talisman conversation with ATN warrior if player already visited ATN.
Jun 6 2014, 2:49pm - VERSION: 0.988b
  • ADDED
    • Added ability to load mods from different folders (see included readme.txt).
    • Added ability to specify mod loading order.
    • Added ability to refer to local mod data vs. base game data using ModName: prefix. (0: is base game).
    • Added ability to override base game data and images via folder 0.
    • Added t-shirt design contest items to game.
    • Added sound effects for several items.
    • Added new duffle bag item.
    • Added code to prevent stacking of identified and unidentified items.
  • CHANGED
    • Changed Game Over screen to show more stats and info.
    • Changed loading screen to show more loading debug info for modders (added text scrolling and loading row number).
    • Changed backpack slot to be 1 grid right and 2 down in all layouts, for better shoulder slot grid fit.
    • Changed mouse wheel to scroll message window instead of attack modes.
    • Changed forbidden hexes to be defined by xml instead of hard-coded.
    • Changed forbidden hexes to be allowed again if all encounter triggers for that hex expired.
    • Changed Allegan Fairgrounds to have manual entrance trigger after first visit.
    • Changed faction standings to be defined in xml factions table, not inside creatures.
    • Changed Strange Forest to have manual entrance trigger after first visit.
    • Changed Isotope Mine to have manual entrance trigger after first visit.
    • Changed Zom Zom's to have manual entrance trigger after first visit.
    • Changed Hatter location to have manual entrance trigger after first visit.
    • Changed Hidden Lake location to have manual entrance trigger after first visit.
    • Changed creaturesources to be defined by XML data. No longer hard-coded.
    • Changed factions to be defined by XML data. No longer hard-coded.
    • Changed frequency of hardware items in loot tables to be greater.
    • Changed sled frequency in loot tables to be lower.
  • FIXED
    • Fixed loading progress bar to reflect all mods and overrides.
    • Fixed a bug that caused weather icon tooltip in screens where icon is not visible.
    • Fixed a bug in the deer pack spawn.
    • Fixed a bug that allowed items to be dragged from the crafting screen to real life and vice versa.
    • Fixed a treasure nesting bug in family/weapon/food encounter.
    • Fixed a bug that caused items to be auto-placed inside nested containers before top-level containers. (E.g. pills empty out into another pill bottle).
    • Fixed a bug that caused cryo facility to regain scavenge locations after saving/loading.
    • Fixed a bug that caused map hex visibility to get messed up after saving/loading.
    • Fixed a bug that caused lakes to have storage space.
    • Fixed a bug that caused duplicate items when crafting with tools that degraded in the process.
    • Fixed a bug that allowed skills to be dropped into unslotted traits.
    • Fixed a bug that caused traits to remain ghosted if their opposing skill was inside another trait that was unslotted.
  • REMOVED
    • Removed empty-out button when in a store that doesn't buy player's items.
Apr 18 2014, 4:40pm - VERSION: 0.987b
  • ADDED
    • Added code and condition to hide clothes/item sprites on certain creatures.
  • CHANGED
    • Changed terrain resources to drop their resources directly onto ground isntead of inside the river/marsh/etc.
    • Changed dodge/parry language to say "move" instead of "attack," since that was confusing if player didn't attack.
    • Changed sleep button to hide "unconscious" and "fallen" messages when clicked, since they confused some players.
  • FIXED
    • Fixed pixel overlap on backpack and backpack slot graphics.
    • Fixed water appearing in Looter convo marsh option.
    • Fixed stacking bug when destination stack is in locked slot.
    • Fixed a bug that broke conversation with looter after mentioning cryo.
    • Fixed a bug that caused null pointer when encounter removes an item that degrades when used.
    • Fixed a bug that caused conditions to stick when emtpying batteries from "on" devices.
    • Fixed a bug that caused repeated warning encounters when player and opponents are both unconscious in battle.
    • Fixed typo in cryo encounter.
    • Fixed broken spy button.
    • Fixed weather icon showing moon at dusk instead of night.
    • Fixed GUI Craft Cap BG image being too zoomed in while using big layout.
    • Fixed a bug that caused prev/next crafting ingredient buttons to show tooltips when invisible.
    • Fixed DMC exile condition to expire after 1 year.
Apr 9 2014, 4:26pm - VERSION: 0.986b
  • ADDED
    • Added new AUTO layout mode, which chooses a resolution that best fits the screen.
    • Added new 4:3 layout mode, which fits 1024x768 screens and other standard aspect ratios.
    • Added ability to adjust music, sound, and master audio levels independently.
    • Added ability to limit framerate from 10fps to 60fps, for machines that struggle with performance.
    • Added new weather/time of day icon to UI, to replace old "dawn/day/dusk" text.
    • Added messages alerting player to time of day changes.
    • Added precise time and date info to weather icon when timepiece equipped (e.g. active phone, tablet).
    • Added code to forbid AI from entering/spawning into certain areas. (E.g. ATN).
    • Added new help screen, with links to wiki and manual.
    • Added exit button to main menu, for closing the app.
    • Added encounter to alert player when they are ambushed in their sleep.
    • Added warning message to title screen if save system cannot save data. Click link for more info, or try again.
    • Added code to creature's dropitem method to try camp if ground is full.
    • Added code to spawn creatures nearby if scavenge results fail to redirect nearby NPCs.
    • Added code to restore fullscreen on game launch if player ended in fullscreen last session.
    • Added code to silently degrade certain items (food, bracelet) based on property flag.
    • Added night vision goggles to DMC sniper loadout.
    • Added "flame source" as a forbidden property on the "medium shaft" ingredient requirement.
    • Added sweating condition before heat exhaustion, with thirst, and sleep effects.
    • Added min max safe temp changes due to sweating and shivering.
    • Added sweating effects to other overheating conditions.
    • Added slight fatigue to shivering.
    • Added rollover text to next/prev buttons on crafting page.
    • Added ATN warrior conversations to avoid sudden endings when offering or accepting to talk to them.
    • Added male ATN warrior spawn point.
    • Added large deer pack spawn point.
    • Added code to make any item screen access auto-close scavenge results for convenience.
    • Added default scavenge locations to each hex, so forests and cryo facility can start with some options.
  • CHANGED
    • Changed overheating condition thresholds to be slightly higher.
    • Changed "Esc" key to only exit fullscreen, since that cannot be changed in Flash.
    • Changed main menu hotkey to F1, so it wouldn't conflict with fullscreen.
    • Changed resolution modes to be small, 4:3, and big, instead of 800x450, 1360x768, etc.
    • Changed time of day to include a "morning" and "evening" stage as buffers between daytime and sunrise/sunset, respectively.
    • Changed terrain resources (e.g. river, trees) to be usable items that generate their respective resources.
    • Changed terrain resource names to explain "use" or "craft" in tooltip, to reduce confusion and players trying to take them.
    • Changed opening cryo encounter to reveal "window" item only when encounter done, to avoid confusion.
    • Changed opening cryo encounter loot (knife, first aid kit) to be available via scavenging, to teach new players about scavenging faster.
    • Changed the behavior of "use" to ignore items inside container if container itself can be used (e.g. lakes).
    • Changed delete cursor to trash icon, so it doesn't confuse players by looking like an X (close window) button.
    • Changed battle GUI so last move shows targeted creature sprite instead of creature name.
    • Changed battle screen enemy move icon to no longer be mirrored, so it points at target sprite correctly.
    • Changed attack hit chances to use effective range (skilled vs. non) instead of base range.
    • Changed hiding to no longer auto-camp switch as it can be confusing to have items auto-moved from under player. Can still manually choose preferred camp before confirming.
    • Changed item slots to blend with GUI background better.
    • Changed backpack slot and backpack to be narrower to avoid overlap with contents.
    • Changed resting and sleeping conditions to raise the minimum and maximum safe temps, to simulate inactive body cooling.
    • Changed bottle loot to match new liquid stack limits.
    • Changed yield prev next buttons to be clearer and bigger.
    • Changed water and whiskey stacking limits to be double original values, since bottle looks like 500mL, but only stores 250mL worth.
    • Changed ATN revisit intro to suggest more defensive traps and traffic.
    • Changed skill selection UI text to say "click" instead of "take," to prevent confusion about drag and drop.
    • Changed resource items (forest, lake, river, etc.) to have $0 value, so they don't show loot icons on hexes (misleading to some players, and redundant).
    • Changed quick recipes to ignore certain rare item types, like talisman, revolver, and quest items.
  • FIXED
    • Fixed graphics options to save preferences and load them more reliably.
    • Fixed a bug that caused camera to center to whole screen instead of just the visible map area.
    • Fixed typo in m_fWaterComsumptionRate property and conditions.
    • Fixed a bug that caused fullscreen mode to exit when changing game states (title, game, game over screens).
    • Fixed a null pointer bug when quitting during skill selection.
    • Fixed a bug that caused DMC location buttons to appear in message log.
    • Fixed a bug that caused image to get stuck if dragging an item while clicking "use" on the context menu of an item underneath it.
    • Fixed color of status message when chewing bear root.
    • Fixed a bug that allowed click-swapping an item with a ghosted item below it.
    • Fixed a bug in ranged combat that doubled weapon range when unskilled instead of halving it.
    • Fixed a bug that caused Michelle conversation to end prematurely.
    • Fixed a bug that caused Michelle conversation to have zero options if Michelle repeats question.
    • Fixed dead-end in looter convo.
    • Fixed a bug that caused tannin tea effects to be permanent.
    • Fixed missing price on balaclava.
    • Fixed a bug that caused AI to still offer talks in next battle after leaving the first battle.
    • Fixed a bug in the DMC guard loadout which included electronics without batteries that could still work.
    • Fixed a bug that allowed scavenge location to be exploited over and over by choosing Exit first, and then locale.
    • Fixed a bug that prevented encounters from removing items on the encounter's first node.
    • Fixed a bug that prevented 2 and 3 hotkeys from working on items screen after getting scavenge loot.
    • Fixed a bug that caused DMC guards not to despawn when they should.
    • Fixed a typo in Concrete Forest food truck encounter.
    • Fixed a bug that allowed entering ATN freely from northeast.
    • Fixed a bug that prevented identifying of bear root.
    • Fixed a bug that caused stack orders to be reversed when cloning items. (Caused mismatched items in crafting screen.)
  • REMOVED
    • Removed ring slot. Wasn't used.
Mar 11 2014, 4:07pm - VERSION: 0.985b
  • ADDED
    • Added new major encounter/location in wilderness.
    • Added new faction with wandering creatures.
    • Added new faction equipment.
    • Added new hex art for Allegan, Isotope Mine, Zom Zom's, and Strange Forest.
    • Added encounter illustration by Max Antonov for Haggerty Health Clinic.
    • Added combat ability DMC guards to summon sniper.
    • Added code to strip all passive moves from AI choices when target is an enemy. (Prevent stuck AI from randomly choosing passives.)
    • Added crawl towards and away moves, for when AI is crippled and fallen, and tends to choose passive when it shouldn't.
    • Added code to anger AI if player is ignoring talk and ceasefire offers.
    • Added code to show 0.1% item condition when low enough to round to 0.0%.
    • Added code to prevent "delete" and "use" cursor modes on crafting screen.
    • Added code to hook up spacebar to crafting clear button.
    • Added code to message player when hiding changes campsite.
  • CHANGED
    • Changed Merga Wraith to disappear when talisman removed, and will not linger and fight if talisman restored.
    • Changed Merga Wraith AI to always attack player if it can, exit if it can't, and despawn if player is invalid target.
    • Changed AI's method of selecting random move to be weighted by priority, rather than just ranked.
    • Changed well-fed condition to hunger sated.
    • Changed well-hydrated condition to thirst slaked.
    • Changed value of tannin tea to be more than pure water (Since it acts like pure water and antibiotics combined.)
    • Changed NPC battle move icon to be mirrored in battle, for clarity (charge/retreat).
    • Changed arrow degrade rates to be slower.
    • Changed DMC Guards to start with fresh equipment.
    • Changed medium campfire to always produce 4 ashes when extinguished.
    • Changed small parts and similar items to have shorter names.
  • FIXED
    • Fixed a bug in AI faction standings save data, which caused strange AI behavior in battle.
    • Fixed a bug in the despawn code. Now despawn completely and immediately.
    • Fixed index out of range bug in random move selection.
    • Fixed a bug that allowed reinforcement battle move to break local population caps.
    • Fixed a bug that caused wound to be "null" in message log.
    • Fixed a bug that failed to clean and dress wounds when purchasing said service at HH.
    • Fixed missing wounds in crazy random encounter.
    • Fixed empty travois image to have less wasted/empty space.
    • Fixed a bug that caused AIs to badmouth player to each other when sharing faction standings each turn.
    • Fixed a bug that caused mirrored slots to re-mirror image when emptying containers.
    • Fixed a bug that caused stacks to overlap in take/drop when partial stack space was available.
    • Fixed a bug that caused infinite scent in hexes.
    • Fixed bug that caused slot-swapping to equip water on wound instead of use it.
    • Fixed a typo in cryo encounter.
    • Fixed a bug that prevented dropping wheelless cart in battle.
    • Fixed a bug that allowed TAB to exit encounters and combat prematurely.
    • Fixed a bug that caused scavenging to cut short if exit chosen with optional skill/tool.
    • Fixed a bug that caused scavenging bars to update incorrectly when exit chosen with other skills/tools.
    • Fixed typos in Food Truck encounter near Concrete Apts.
    • Fixed balaclava art to fit hoodie and armor better.
    • Fixed missing shadow in human and melonhead creature sprites.
    • Fixed a bug that caused AI to constantly switch between two similar attack modes.
    • Fixed a bug that allowed creatures to continue to attack after falling unconscious against more than one target.
    • Fixed a typo in locked storage shed scavenge encounter.
Mar 11 2014, 2:45pm - VERSION: 0.984b
  • ADDED
    • DMC Guard faction to game. Guards patrol around DMC sprawl, slightly favorable to player, and attack any hostiles and monsters. Carry special equipment.
    • Project Zomboid button to title screen.
    • a couple more NPC conversations.
    • ability to ditch vehicle in combat.
    • ability to offer ceasefire to enemy at the penalty of one extra move. Can also accept enemy ceasefire.
    • ability to right-click a creature in the same hex to re-engage after talks/ceasefire exits battle.
    • ability to talk with wandering NPCs. Each has default greetings, and some have multiple conversations.
    • armor to the game. New armor items added, and old clothing items now have armor values.
    • button to clear crafting yield after successfully crafting.
    • code to degrade DMC bracelet into lower-value "used" version when used.
    • code to despawn DMC guards after 8 hour shift.
    • code to limit melonheads calling reinforcements.
    • code to make AI choose appropriate attack mode if target too close for ranged attack.
    • code to make AI follow leader's example with passive vs. active moves in battle.
    • code to make NPCs use "buzz off" conversations if they ceasefire when player offers to talk.
    • code to prevent AI from reentering a hex right after retreating.
    • code to prevent random creature spawns above global population cap.
    • code to prevent setting player money stat to NaN.
    • code to prevent too many creatures of the same faction from randomly spawning in a small area.
    • code to remove ceasefire, surrender, and talk offers from creatures when battle ends.
    • code to remove temporary battle conditions when exiting battle (recovering, stun, distracted, vulnerable, suppressed).
    • crippling effects to arms and legs for severe cut damage.
    • factions and reputations to game. Creatures will remember good and bad experiences with other creatures, and will share this info with any allies they meet.
    • item damage when wound slots hit.
    • new battle move for drawing attention to self when hidden (to help target that doesn't see you).
    • new clothing types and a firearm to game.
    • non-hostile NPCs to game. Some NPCs will ignore player, and even fight against common foes.
  • CHANGED
    • "fake" and "used" DMC bracelet prices to $500.
    • "water (any)" ingredient to require the "water" property, removing some liquids as potential ingredients.
    • NPC names to be "Stranger" unless they attack or talk to player.
    • SBS4 artwork size to be more consistent with other firearms.
    • Skybike encounter success chances when untagged and using building.
    • campsites to automatically slot even if cursor in drag mode (to prevent new user confusion).
    • cargo pants to be larger when stored and full, to prevent recursive storage.
    • creature names to show "Leader" if that creature is followed by others nearby.
    • creature sprites on map to show what they are wearing and holding.
    • creatures to have more variety in starting skills and traits.
    • encounter question item image to match style of other items.
    • hexmap hotkey to TAB.
    • main map button to have TAB as hotkey, rather than Q (since Q toggles Items screen).
    • melonheads so they are unable to equip helmets/headwear.
    • noise traps to be worth $1.50 so they are not auto-picked as ingredients before pill bottles.
    • offer talk/ceasefire/reveal moves to not be available if target unconscious.
    • opening cryo encounter to remain in same hex when climbing out the window after dealing with dogman.
    • raiders and bandits to Bad Muthas and Blue Frogs gangs, to better match lore.
    • scavenging locked storage shed to have lock bypass encounter to gain entrance.
    • the attack and injury system mechanics for better consistency.
    • wearable items to prefer slotting first, then carrying in hands.
    • workboot and jeans art to be smoother, more consistent with other clothes.
  • FIXED
    • Isotope Mine cistern encounter to accept all types of iSlabs and smartphones.
    • Merga Wraith perishing of food/water/heat deficiency.
    • a bug in getwoundlocation that returns null if damage is 0 or less.
    • a bug in the Tattooed scalp old man random encounter (N6.2).
    • a bug that allowed "buzz off" conversations mid-combat.
    • a bug that allowed a stack to be swapped into a slot which caused the stack to disappear. (E.g. swapping bandages in wounds)
    • a bug that allowed stacking items in slots other than holding hand slots.
    • a bug that allowed stacking object onto itself, causing infinite loop.
    • a bug that allowed take/drop to place items on ground in invalid hexes (e.g. city ground, C-store).
    • a bug that caused AI to attack allies if player escaped battle with them.
    • a bug that caused AI to carry items that they could equip instead.
    • a bug that caused AI to choose attack modes with no ammo.
    • a bug that caused AI to double-count self as ally when calculating map movement.
    • a bug that caused AI to ignore range effects on morale in battle.
    • a bug that caused AI to retreat when it should attack if faction standing isn't set.
    • a bug that caused AI to treat unconscious teammates as non-faction allies.
    • a bug that caused Hatter not to take iSlabs that player offers.
    • a bug that caused NPCs to remain "Stranger" even when attacking.
    • a bug that caused Zom Zom's not to take admission fees that player offers.
    • a bug that caused blunt damage to not be reported on arms and legs.
    • a bug that caused camp items to get bugged/stuck when loading a game in a hex with non-default camp set.
    • a bug that caused charges inside a stack item not to be removed when game removing item from another item. (E.g. charges in stacked battery in water tester in backpack).
    • a bug that caused current camp to disappear from inventory when using hide.
    • a bug that caused cut damage to ignore bleeding and infection effects.
    • a bug that caused cut wounds to be preferred over blunt wounds if weapon did both types of damage.
    • a bug that caused game to crash if player escaped battle with 2 or more AI leftover.
    • a bug that caused getting up and advancing in combat to trigger passive moves from allies when inappropriate.
    • a bug that caused hex-based encounters to interrupt current encounter when loading a save game inside an encounter.
    • a bug that caused item-swapping to allow item overlap in containers.
    • a bug that caused items in hoodie pockets to appear inside armor vest pockets when both worn simultaneously.
    • a bug that caused layered shirts to draw in wrong order when some clothes worn.
    • a bug that caused player to get stuck in Radiation Bob encounter if they bought the RTG.
    • a bug that caused quick recipes to sometimes choose more expensive ingredients first.
    • a bug that caused remaining creature sprites to get mixed up when NPC leaves battle.
    • a bug that caused too many creatures to spawn in random spawns.
    • a bug that forced player to buy RTG or get stuck if no items were able to be traded.
    • a bug that prevented some reverse recipes from producing original components if they degraded.
    • a bug that prevented using NV goggles in locked storage shed scavenging.
    • a bug that prevented weapon from discharging on successful ranged burst.
    • a bug that sometimes caused items to slot into hands when already carrying something, causing a null pointer.
    • a but that caused AI to attack sleeping allies if they had no valid passive moves.
    • a null pointer bug in AI looting code (null scentowner).
    • all "small or medium" ingredients to not allow "very large" items.
    • animal AI so it doesn't wield arrows stuck in wounds.
    • balaclava being locked onto head slot.
    • bug in Concrete Apartments that made RF1:D software invalid.
    • bug that allowed water tester to be used if no charges inside.
    • cargo shorts image being too large in 800x450 mode. Wrong image.
    • inconsistent pricing on RF1:D software.
    • noise trap recipe to avoid recursive crafting.
    • sprite alignment of creatures in hexes when more than one present, so player is always in middle.
    • typo in Zom Zom's.
    • typos in Hatter encounter, AI navigation text.
    • typos in two random encounters.
Feb 4 2014, 2:53pm - VERSION: 0.983b
  • ADDED
    • Added DMC Guard faction to game. Guards patrol around DMC sprawl, slightly favorable to player, and attack any hostiles and monsters. Carry special equipment.
    • Added armor to the game. New armor items added, and old clothing items now have armor values.
    • Added new clothing types and a firearm to game.
    • Added non-hostile NPCs to game. Some NPCs will ignore player, and even fight against common foes.
    • Added factions and reputations to game. Creatures will remember good and bad experiences with other creatures, and will share this info with any allies they meet.
    • Added ability to talk with wandering NPCs. Each has default greetings, and some have multiple conversations.
    • Added ability to offer ceasefire to enemy at the penalty of one extra move. Can also accept enemy ceasefire.
    • Added ability to right-click a creature in the same hex to re-engage after talks/ceasefire exits battle.
    • Added crippling effects to arms and legs for severe cut damage.
    • Added item damage when wound slots hit.
    • Added Project Zomboid button to title screen.
    • Added code to remove temporary battle conditions when exiting battle (recovering, stun, distracted, vulnerable, suppressed).
    • Added code to prevent random creature spawns above global population cap.
    • Added code to prevent too many creatures of the same faction from randomly spawning in a small area.
    • Added code to limit melonheads calling reinforcements.
    • Added new battle move for drawing attention to self when hidden (to help target that doesn't see you).
    • Added code to make AI follow leader's example with passive vs. active moves in battle.
    • Added ability to ditch vehicle in combat.
  • CHANGED
    • Changed NPC names to be "Stranger" unless they attack or talk to player.
    • Changed creature names to show "Leader" if that creature is followed by others nearby.
    • Changed creature sprites on map to show what they are wearing and holding.
    • Changed raiders and bandits to Bad Muthas and Blue Frogs gangs, to better match lore.
    • Changed the attack and injury system mechanics for better consistency.
    • Changed opening cryo encounter to remain in same hex when climbing out the window after dealing with dogman.
    • Changed "water (any)" ingredient to require the "water" property, removing some liquids as potential ingredients.
    • Changed main map button to have TAB as hotkey, rather than Q (since Q toggles Items screen).
    • Changed wearable items to prefer slotting first, then carrying in hands.
    • Changed melonheads so they are unable to equip helmets/headwear.
    • Changed workboot and jeans art to be smoother, more consistent with other clothes.
    • Changed noise traps to be worth $1.50 so they are not auto-picked as ingredients before pill bottles.
    • Changed encounter question item image to match style of other items.
    • Changed campsites to automatically slot even if cursor in drag mode (to prevent new user confusion).
    • Changed scavenging locked storage shed to have lock bypass encounter to gain entrance.
    • Changed creatures to have more variety in starting skills and traits.
  • FIXED
    • Fixed a bug that caused item-swapping to allow item overlap in containers.
    • Fixed a bug that allowed a stack to be swapped into a slot which caused the stack to disappear. (E.g. swapping bandages in wounds)
    • Fixed a bug that caused too many creatures to spawn in random spawns.
    • Fixed a null pointer bug in AI looting code (null scentowner).
    • Fixed all "small or medium" ingredients to not allow "very large" items.
    • Fixed noise trap recipe to avoid recursive crafting.
    • Fixed a bug that caused blunt damage to not be reported on arms and legs.
    • Fixed a bug that caused cut wounds to be preferred over blunt wounds if weapon did both types of damage.
    • Fixed a bug that caused getting up and advancing in combat to trigger passive moves from allies when inappropriate.
    • Fixed a bug that caused AI to treat unconscious teammates as non-faction allies.
    • Fixed a bug that caused cut damage to ignore bleeding and infection effects.
    • Fixed a bug that caused AI to choose attack modes with no ammo.
    • Fixed a bug that caused current camp to disappear from inventory when using hide.
    • Fixed a bug that caused AI to carry items that they could equip instead.
    • Fixed a bug that allowed stacking items in slots other than holding hand slots.
    • Fixed a bug that allowed stacking object onto itself, causing infinite loop.
    • Fixed a bug that sometimes caused items to slot into hands when already carrying something, causing a null pointer.
    • Fixed animal AI so it doesn't wield arrows stuck in wounds.
    • Fixed a bug in getwoundlocation that returns null if damage is 0 or less.
    • Fixed a bug that prevented some reverse recipes from producing original components if they degraded.
    • Fixed sprite alignment of creatures in hexes when more than one present, so player is always in middle.
    • Fixed a bug that caused AI to double-count self as ally when calculating map movement.
    • Fixed a bug that prevented weapon from discharging on successful ranged burst.
    • Fixed a bug that prevented using NV goggles in locked storage shed scavenging.
    • Fixed bug that allowed water tester to be used if no charges inside.
    • Fixed inconsistent pricing on RF1:D software.
    • Fixed Isotope Mine cistern encounter to accept all types of iSlabs and smartphones.
    • Fixed a bug that caused camp items to get bugged/stuck when loading a game in a hex with non-default camp set.
    • Fixed a bug that caused hex-based encounters to interrupt current encounter when loading a save game inside an encounter.
    • Fixed Merga Wraith perishing of food/water/heat deficiency.
    • Fixed a bug that caused player to get stuck in Radiation Bob encounter if they bought the RTG.
    • Fixed a bug that forced player to buy RTG or get stuck if no items were able to be traded.
    • Fixed a bug that caused Hatter not to take iSlabs that player offers.
    • Fixed a bug that caused Zom Zom's not to take admission fees that player offers.
    • Fixed typos in Hatter encounter, AI navigation text.
Jan 2 2014, 2:09pm - VERSION: 0.982b
  • ADDED
    • 4 new music tracks to game.
    • Gyges references to opening encounter, and map text.
    • RFID spoofer item, art, and treasure to game.
    • cannibalism text and effects to Zom Zom's encounter.
    • code to ignore electric charges and software in crafting screen for performance/cleanliness.
    • code to prevent AI stealing recipe papers, since it caused big messages in log.
    • code to prevent AI stealing sleeping bag when player using it.
    • code to stop AI from moving if they enter an hex with enemies, so they can't loot and run.
    • message in log when creature's activity causes another creature to wake up in battle.
    • new DMC encounter location.
    • new attack verbs to message log for cut and blunt attacks, to better approximate lower damage ranges.
    • shards of glass on ground in cryo facility, to match broken window.
  • CHANGED
    • Zom Zom's admission fee and fixed its item removal.
    • creature spawn rates to be less frequent.
    • fire extinguish recipe to always produce 2 ash, instead of 1-2.
    • framerate from 60fps to 30fps, which reduces CPU usage.
    • hexes to offer more camp variety by default.
    • opening cryo encounter flow to be easier to maintain.
    • wound healing rates to be slower, especially when more severe.
  • FIXED
    • a bug that caused combat freeze if player's current target dies of cardiac arrest.
    • a bug that caused endless turn looping, resulting in player death (due to creature removal bug).
    • a bug that caused some combat move icons to be invisible when fighting more than one creature.
    • a bug that caused some random encounters to end prematurely if no choice made.
    • a bug that prevented Detroit Bank from appearing if discovering bank details via cryo return encounter.
    • a bug that used too much memory for each creature.
    • a bug that would mention dogman if player successfully closed cryo door before seeing it.
    • blank outcome in Zom Zom's encounter w/Stoat.
    • bug in Isotope Mine encounter that prevented player from declining Bob's offer after asking about hot bricks.
    • bug that allowed water sources like rivers to be used in some boiling recipes, causing it to be destroyed.
    • bug that incorrectly reports hardware prices before selling to store.
    • overlapping graphics on vehicle screen. Changed layout.
    • typos in several conditions.
Nov 5 2013, 4:23pm - VERSION: 0.980b
  • ADDED
    • "no eyes" condition.
    • Concrete Forest DMC link and stub encounter.
    • Merga corpse item.
    • RTG "hot Brick" cell item.
    • RTG branches to Bob encounter.
    • The Great Black Swamp to the south edge of map.
    • bazaar encounter when trying to sell human meat.
    • code to deposit charges in items if the charge profile has negative rates.
    • code to prefer unidentified ingredients first when using quick recipes.
    • code to prevent running when pushing/pulling vehicle, or crippled.
    • code to quick recipes so they prefer junk before useful items.
    • code to reset end turn button after being pressed, and during UI update, to prevent end-turn misfires.
    • generic water analyze quick recipe.
    • human meat cooking recipes.
    • new creature. Yukon customers will see a special effect from it.
    • new effects from eating human meat.
    • new, medium sized encounter.
    • power tap terrain resource item and art to game, for free power near DMC.
    • resistance to cold weather to certain creatures, so they don't freeze as easily.
    • toxic water item to game, with aberrant wound healing cond.
    • two new, large encounters.
    • water tester item and art.
  • CHANGED
    • augmented eyes purchase encounter to forbid surgery if no eyes.
    • certain recipes and items to use more accurate terms (sterilized instead of pure) in prep for toxic water.
    • corpse spoiling rate to be faster than meat cuts.
    • crafting to hide identified items until crafting finished.
    • loot mechanics to be less plentiful during large bonus drops.
    • quick recipes to support grouping so there are fewer duplicates. Some quick recipes will now try similar alternatives if first try fails.
    • shiv recipe to not allow corpses (causes deer to be allowed).
    • some creatures to start wounded/tired and others not.
    • yes/no encounter response items to match style of combat moves and others.
  • FIXED
    • DMC traffic VFX bug.
    • a bug that allowed flashlights to work inside containers if switched on while holding container.
    • a bug that caused blindness condition to pile-up and get stuck.
    • a bug that caused double nanobot repair kit charge removal in Bob encounter.
    • a bug that caused encounters to remove wrong item if equipped and layered in a slot.
    • a bug that caused hardware to discharge too much when software was installed.
    • a bug that prevented items from discharging on their first turn after switching modes.
    • a bug that removed creatures from savegames if they were in unexplored hex.
    • a bug which misreported hardware prices in junk market.
    • a null pointer bug on item initialization.
    • bark tea to count as a liquid in recipes, instead of solid.
    • bug in enfield horror corpse image.
    • bug that mislabeled encounter items in some cases.
    • code which caused player money to be updated multiple times per turn, causing redundant UI updates.
Sep 16 2013, 8:05pm - VERSION: 0.979b
  • ADDED
    • code to prefer encounter responses with more charge requirements before lesser requirements.
    • encounter options to alert player to insufficient charge for hacking.
    • hacking encounter branches to explain insufficient charge in target devices.
  • CHANGED
    • chances of cracking each device type to be higher.
    • cracking software charge usage to smaller amount per attempt.
    • laptops to be hackable via the hacking skill alone.
    • price of hacking software to be higher.
  • FIXED
    • a bug in Haggerty Health diagnostics.
    • a bug in Haggerty Health thermo treatment.
    • a bug in Zom Zom's that failed to remove iSlab when used as payment.
    • a bug in encounters that would ignore certain branches in probability-based outcomes.
    • a bug in savegame loading that sometimes caused a crash.
    • a bug that allowed backpacks to fit inside backpacks.
    • a bug that allowed hacking with software stored on memory sticks.
    • a bug that allowed hacking without using any laptop charge (via memory sticks).
    • a bug that allowed laptop to open in spaces where it shouldn't fit.
    • a bug that allowed smartphone hacking without electricity.
    • a bug that caused Hatter's security screens quest to always fail.
    • a bug that caused SmartPhone GPS not to discharge battery.
    • a bug that caused first mouseclick to be ignored after starting a hacking encounter.
    • a bug that caused hoodie pocket to disappear when dragging items.
    • a bug that caused savegame loading status message to be hidden.
    • a bug that caused software to always be visible inside locked/off hardware when loading a save game.
    • a null pointer bug that occurred when discharging an item that had too few charges left.
Sep 12 2013, 4:59pm - VERSION: 0.978b
  • FIXED
    • a bug in "end turn" code that caused encounters to re-trigger before player has a chance to leave hex.
    • a bug that caused data inside cellphones to always be locked.
    • a bug that caused software to be inaccessible inside accessible hardware when save game loaded.
    • a bug that caused software to be lost when dropped inside an hardware item that was "off."
Sep 11 2013, 5:45pm - VERSION: 0.977b
  • ADDED
    • a button to the message window to make it expand/collapse based on user-click, rather than mouseover.
    • code to alert player when items being stolen by AI in their sleep.
    • code to allow item access in battle when behind cover, even if enemy has loaded, ranged weapon.
    • code to degrade items used in encounters. bd
    • data files that can be found in any hardware.
    • device-hacking encounters accessible via laptop context menu.
    • hacking software for each device type.
    • lamp modes to smartphone and iSlab.
    • laptop, smartphone, cellphone, iSlab, and their respective batteries to game.
    • memory stick item for carrying software and data outside of hardware.
    • pop-up text to battle UI's previous move icons.
    • random unlocked, empty hardware, chance of batteries, and software to junk store.
  • CHANGED
    • "Long shaft" ingredient to "Large shaft" for consistent terminology.
    • encumbrance penalties on starvation, feeble, dehydration, and blood loss so players could still move if 2 or less are applied at any one time.
    • flashlight and night vision goggles to have manual on/off states via context menu.
    • infected water to mostly be safe, sometimes produce gastroenteritis, and rarely produce cholera.
    • sling to only accept pebbles and stones as ammo.
    • the way AI wounds are tracked to optimize memory.
  • FIXED
    • a bug that allowed player to have abandoned car encounter while unconscious.
    • a bug that caused incorrect number of charges to be removed when in stacks.
    • a bug that caused items to disappear if user tried to exit items screen while dragging item.
    • a bug that caused non-degradable items to degrade when spawned as components of a treasure item (e.g. screws, string).
    • a bug that caused player stats to be doubly-affected by some conditions when loading a save game.
    • a bug that caused sleep to interfere with loading a save game.
    • a bug that caused some conditions to reference out-of-index values in an array when transitioning to next condition in a chain.
    • a null pointer bug in accessing creature's current attack mode when that mode no longer exists.
    • bug where items would be picked up when switching screens via mouseclick.
    • destroy hotkey for cursor modes to match tooltip.
    • item stack counter to not overlap adjacent items.
    • minimap zoom when switching resolutions.
  • REMOVED
    • auto-turn-advance when player unconscious in battle. (Possible cause of endless turns).
Aug 21 2013, 4:56pm - VERSION: 0.976b
  • ADDED
    • .308 rifle recipes to allow adding a scope to a strapped rifle, and vice versa.
    • code to allow impaled weapons to cause damage when removed or over time from being bumped.
    • code to default cursor to take mode while in encounters/battle, and switch back when done.
    • code to degrade charges when attack mode used.
    • code to drop missiles impaled in wounds to the ground for retrieval when creature looted/dead.
    • code to improve spying feedback when AI approaching loot.
    • code to make AI seem more interesting when spying.
    • code to make spears impale and cause penalties until removed.
    • code to message player when creature is taking or dropping items on ground.
    • code to prevent messaging player when distant AI has items degrade.
    • code to prevent same item from being used as multiple consumed ingredients when crafting (e.g. pill bottle counting both as container and small parts in noise trap).
    • code to recycle GUIFitItemResult in GUIInventory update loop, to reduce memory leaks.
    • code to scatter missed missiles in adjacent hexes.
    • code to transfer missile into wound slots if weapon does enough cutting damage.
    • delete cursor mode back, mapped to 4 key.
    • message to let player know when scavenge sneak check fails.
    • mousehweel support for selecting attack modes.
    • random encounter to help players that are unfairly hypothermic from bad luck in the first 24 hours.
    • stack info to items in container preview popup.
  • CHANGED
    • HVAC recipe to accept non-waterproof sheets as ingredients.
    • Lure to be available less often.
    • bows not to count as shafts in recipes (e.g. making spears, greenwood bow).
    • container size properties so metal sauce pan can do 2x and 3x water, and bottles/cans cannot.
    • creature zones so starting area spawns bandits instead of raiders, and 1 instead of 1-2.
    • electric charge to not be usable as heat source.
    • flashlight to always have either 0 or 4 batteries inside.
    • fur-wearing condition to use term "hide" instead, for consistency.
    • item pop-up to accommodate more longer newspaper articles.
    • lockpicking scavenge option to only allow lockpicks if skilled, so player doesn't have to use skill explicitly.
    • long newspaper article to fit better in limited space.
    • loot tables to produce fewer nanorobot kits and more saucepans.
    • mushrooms to degrade over time.
    • recipes requiring monocular and binocular optical zoom to only accept small or medium ingredients (to avoid using scoped rifle and other large items as inputs).
    • scavenging encounters so they don't spawn creatures, but rather attract nearby creatures, if any.
    • shopping cart parts to degrade with cart, instead of remaining at 100%.
    • sleeping bags to work on ground as well as camp.
    • slung pebble to have lower damage, so it's differentiated from stone a bit more.
    • the way images are loaded and stored, improving memory usage.
    • the way item sprites are handled, to reduce memory leaks.
    • wording in "Long shaft" to be "Large shaft" for consistency.
    • wording in .308 rifle recipe for consistency.
  • FIXED
    • 1360x768 sling attack mode image.
    • a bug in wound slots that made right and left arm appearances mirrored.
    • a bug that allowed junk market exploit if game saved at midnight.
    • a bug that allowed non-raw meat to be cooked or cured.
    • a bug that caused crafting to break if multi-page yield included a broken object.
    • a bug that caused item pop-up info to report wrong charge count when charges were stacked.
    • a bug that caused lights and nightvision to be unavailable in scavenge encounters.
    • a bug that caused missing flashlight image when wielding flashlight.
    • a bug that caused pain indicators to be on wrong side when in 1360 mode.
    • a bug that caused quick recipes to sometimes craft wrong or missing output.
    • a bug that caused quick recipes to sometimes leave crafting button active after crafting complete.
    • a bug that caused scavenging to require selecting both lockpicking skill and lockpicks when it shouldn't.
    • a bug that caused shopping and box carts to be too big for crafting screen use.
    • a bug that caused stacked items to have wrong components when shown in crafting screen.
    • a bug that incorrectly nullified old object references.
    • a bug that misreported charges remaining in attack mode UI.
    • a bug that prevented player from being able to offer surrender.
    • a bug that sometimes prevented creatures from from spawning.
    • a bug that would leave crafting page buttons active after crafting.
    • a crafting bug that caused a null pointer exception when a consumed ingredient was also a tool.
    • box to not be wearable as a backpack.
  • REMOVED
    • ability to retrieve primitive missiles immediately after firing.
    • container property from jar of eyes.
Jul 23 2013, 1:21pm - VERSION: 0.974b
  • ADDED
    • code to make Stretch mode fill screen while in 800x450 mode.
    • code to make encounters discharge items when used and appropriate.
    • code to make game restore resolution prefs on launch if using downloaded version or 1360 or lower.
    • code to make recipes prefer cheaper ingredients first when manually executing, instead of just during quick recipes.
    • code to restrict encounter options from being chosen if required item is uncharged.
    • guaranteed random ammo item to store each day.
    • light source option in hidden lake basement.
    • paper scrap item to game.
    • penalty for using cart basket as vehicle.
    • recipe for paper scraps from newspaper.
    • small chance of random ammo to scavenge locations that had weapons but no ammo.
    • version info to loading screen.
  • CHANGED
    • Allegan encounter to use ingredients where possible.
    • Isotope mine to use ingredients for dark cistern where appropriate.
    • Radiation Bob heal to use medkit-only with charges, rather than multiple items.
    • all firearms to use strap wording instead of sling, to avoid ID exploit and confusion.
    • all scavenge encounter to accommodate night vision and light source ingredients, instead of items.
    • battle screen to use identified weapon names if appropriate for player, instead of always using unidentified names.
    • box cart and shopping cart items to fit inside crafting window.
    • chances of scavenge accident in forest with botany to be lower.
    • crafting to always produce 100% condition items if those items shouldn't normally degrade (e.g. ashes).
    • create obstacle maneuver to be more useful and reliable.
    • crowbar attack to be more effective.
    • forest resource loot to only have 1 large branch, instead of 3.
    • forest shack loot to always have at least one tool, instead of forest junk.
    • items to not be flagged as degradable if their degrade per use is 1.0 (e.g. water).
    • lure maneuver to be more useful and reliable.
    • recipes and degraded versions of items with chance of ammo to be empty.
    • sharpened and hardened spear recipes to be non-reversible.
    • shopping cart basket to only fit in vehicle slot (was causing UI overlap in hands).
    • some code to improve performance and memory usage.
    • spear and arrow recipes to require springy/flexible properties, so wrenches and crowbars won't work.
  • FIXED
    • a bug in the way AI switches attack modes, causing item to be in two slots simultaneously.
    • a bug that caused attack mode to change when weapon is thrown, but charges are still left.
    • a bug that caused battles resulting from scavenges to only show one creature at first, even if more are there.
    • a bug that caused boots to appear on wrong feet when switching resolutions.
    • a bug that caused camp items to leave conditions stuck on player after saving/loading.
    • a bug that caused camp stats to update incorrectly when any camp had items added/removed.
    • a bug that caused hiding and friendly greeting to abort isotope mine prematurely.
    • a bug that caused quick recipes to be randomized after a save/load.
    • a bug that caused quick recipes to break.
    • a bug that caused reverse noise trap to sometimes contain soup.
    • a bug that caused take/drop of camps to fade out unsocketed camp.
    • a bug that caused thrown weapons to report wrong attack mode when used.
    • a bug that produced soup outside of container in encounter reward.
    • a bug that would cause scavenge encounter to end without delivering any results.
    • a typo in the forest shack that caused giant piles of ammo to show up sometimes.
    • boxcart degrade loot to use small strings instead of medium, to match recipe.
    • broken compound bow w/strap recipe.
    • bug that allowed shopping cart basket to be stored inside backpacks and other items.
    • bug that caused fullscreen to exit when starting or continuing a game from the title screen.
    • greenwood bow recipe to produce greenwood bow instead of compound bow.
    • inventory screen to hide inaccessible storage areas (e.g. hoodie pocket under tunic).
    • several recipes that were reversing into subcomponents instead of the items used to make them.
    • typo in shotgun with sling recipe title.
Jul 15 2013, 6:30pm - VERSION: 0.973b
  • ADDED
    • Batteries - Night vision goggles now use batteries.
    • Battle Moves - It is now possible to surrender or demand surrender, as well as loot unconscious enemies.
    • Corpses - Most creatures leave corpses now, and can be butchered for fur and meat with proper tools and skills.
    • Creature - Deer now roam the map like other creatures do.
    • Items - New meats and pelts from said corpses.
    • Recipes - New recipes for butchering animals and starting fires.
    • crippling wounds to arms and legs for cut damage (in addition to existing blunt crippling)
    • new firearms, such as revolvers, shotguns, and semi-auto pistols.
    • new flashlight item as an alternative to torches. Uses new battery system.
    • new primitive melee weapons, such as shivs, spears, broken bottles, and glass shards.
    • new primitive ranged weapons and missiles, like bows, spears, stones, and slings.
    • new recipes for creating and modifying many of these new items.
    • new vehicles including sleds, travois, and homemade box carts.
    • new versions of some old items with straps for easier carrying/storage, like crowbars and binoculars.
  • CHANGED
    • AI - Some AI will now prefer to loot unconscious victims instead of killing them.
    • Battle Ranges - Battles have much different range bands now. Open fields will begin battle dozens of spaces apart, making ranged weapons dangerous. And rough terrain means starting closer together. Melee weapons and certain melee moves have ranges of 0, 1, 2, or 3, instead of just 0.
    • Crafting - Quick recipes should now prefer cheaper ingredients, and those already in place, over those that are worth more and/or in the left panel. Also, ingredients are left in place instead of being auto-cleared each time.
    • Loot Tables - Loot tables for scavenging, creatures, and other sources of items have been redesigned to be better balanced and have more variety.
    • Tripping - All creatures and player should trip less in combat now.
    • encounters that deliver loot to drop loot directly on ground, and show player an "Items" button below the "Confirm" button, instead of sticking loot to the cursor.
  • FIXED
    • AI - AI should use surrender more sparingly now.
    • Encounters - Fixes for some encounter choices that were broken or confusing.
    • Recipes - Several fixes for recipes that ignored or allowed ingredients they shouldn't, or produced wrong output.
    • crafting bug that caused quick recipes to stop working after a while.
    • item value bug when items were identifiable and in stacks/containers.
    • some encounters that were broken or confusing, such as Zom Zom's.
    • some stability issues caused by bugs in combat.
Jun 4 2013, 3:27pm - VERSION: 0.971b
  • ADDED
    • ability for encounters to support item and/or ingredients as input.
    • ability to auto-identify items with appropriate skills/conditions (instead of crafting).
    • ability to destroy ingredients on certain recipes.
    • ability to scroll map using right-click (rubber-band-style).
    • ability to transfer ingredients' components to crafted output, rather than ingredients.
    • code to change label of crafting yield to reflect the item(s) being crafted if "Confirm" is pressed.
    • code to degrade components within objects, so they degrade concurrently with parent.
    • code to reduce durability of crafted output based on consumed input items.
    • highlight to items on crafting page that are currently equipped/contain items.
    • multiple pages to crafting output, so player can choose intended outcome.
    • random skill/trait button on skill select page.
  • CHANGED
    • crafting system to use item properties as ingredients, instead of specific item names.
    • crafting to deduct turns based on recipe, instead of always 1.0 turns.
    • isotope mine shaft encounter to be abandoned and resumed at each stage of exploration.
    • isotope mine shaft encounter to be closed after ladder breaks.
    • items to have lower monetary value when unidentified.
    • prescription pills to require medic skill for ID, and use real generic drug names.
    • sleeping pill contents to be unidentified.
    • squirrel pelt to small animal pelt, squirrel meat to small chunk of meat, squirrel pelt glove/tunic to patchwork fur glove/tunic.
    • unlit torch recipes to require unlit kindling, not just kindling.
  • FIXED
    • a bug causing camp conditions to be stuck on player after save/load.
    • a bug in the treasure generation code which produced extra loot.
    • a bug that caused encounters to remove too few items when in stacks.
    • a bug that caused meat to be a valid ingredient for rough splints.
    • a bug that caused newspaper to be unusable in recipes (Item.clone ignored properties).
    • a bug that prevented roasting meat on a stick.
    • bug in quick recipes that caused some ingredients to be missing.
    • bug in recipes that allowed non-solid objects to be used as small/medium flexible ingredients.
    • bug that prevented lighter from being a valid response in isotope mine shaft.
    • bug that prevented space from working as hotkey in crafting.
    • isotope mine optical zoom option to use any item with zoom.
    • item degrading so that it adds new conditions before removing old ones, to avoid campfire degrading blindness.
    • recipe to stoke small fire into medium fire.
    • several encounters that caused player to lose shoes and other items repeatedly instead of just once.
    • several stacking bugs caused by StackItem. Dropping parts onto stack in can in jeans pocket, arranging part stacks on ground, etc.
    • torch recipes to degrade into just handle.
  • REMOVED
    • gelli bear reward from old lady encounter.
Apr 22 2013, 4:01pm - VERSION: 0.969b
  • FIXED
    • a bug that caused game misbehaving if multiple creatures spawned then one or more died in battle.
    • a bug that would cause errors if game saved after creature died but before end of turn.
    • bug that caused ground to be empty after a battle if player entered an occupied hex and killed the occupant.
Apr 16 2013, 3:54pm - VERSION: 0.968b
  • CHANGED
    • game to avoid creating unnecessary ground slots for every exposed hex, unless they're needed.
    • melee surge to produce 1-3 attacks, instead of 1-2. Also stuns and makes target vulnerable, if successful.
  • FIXED
    • a bug that caused Allegan map label to be in wrong place.
    • a bug that caused Hatter not to take security footage when offered.
    • a bug that caused crashes/stuck combat when leaving combat (esp. with melonheads that called reinforcements).
    • a bug that prevented traits from being installed in second column of slots (e.g. full load plus eye surgery or augmentations).
    • a memory leak in the inventory screen that would start immediately after picking an item up, and never stop inflating.
    • a typo in Diner Cadillac Burger text.
    • bug that caused extra battles to be created when tile was occupied by only allies.
    • memory leak in message window (game would use more memory for each message, even after message gone).
    • message window text end-turn dimming to be more consistent.
    • null-pointer bug in battle encounters if current hex has no battle anymore.
    • several unnecessary function calls that were slowing down performance.
  • REMOVED
    • some old library dependencies from project to improve performance.
Apr 3 2013, 2:01pm - VERSION: 0.967b
  • ADDED
    • enfield horror creature to game.
    • melonhead creature to game.
    • new "Allegan" encounter.
    • two new unique items to game.
  • CHANGED
    • athletic "sprint away" battle move to move 3-4 spaces, instead of 2-3.
    • battle retreat/fall back maneuvers to increase range from all opponents, not just current target.
    • some encounters so player action required to continue, instead of continuing by default.
    • trio encounters to be revisitable.
    • trio encounters to each happen in all games, instead of only one per game.
  • FIXED
    • 2400x1350 button text on title screen (was showing "1600x900").
    • a bug in context->empty which caused removed item to retain old slot info.
    • a bug that allowed player to take items from store even if they couldn't afford them, using item swapping.
    • a bug that caused crafting UI arrows to look wrong after changing resolution.
    • a bug that caused wounds and bandages to become aligned/zoomed incorrectly when changing resolutions.
  • REMOVED
    • unnecessary images, reducing file size.
Mar 14 2013, 8:03am - VERSION: 0.966b
  • FIXED
    • a bug that caused black screen on start-up.
Mar 13 2013, 1:40pm - VERSION: 0.966b
  • CHANGED
    • game to use pre-baked 2x zoom images, to reduce RAM usage in 1360x768 mode.
  • FIXED
    • a bug that caused crafting space check to leave crate icon in empty hexes.
    • a bug that caused crate icon in hexes to remain even after removing last object from ground.
    • a bug that caused item to be incorrect size after resolution change if dragged during change.
    • a bug that would cause camp stats to pile-up over time after a load game. (I.e. the "acid rain/heat stroke" bug)
Mar 7 2013, 4:43pm - VERSION: 0.965b
  • ADDED
    • UI indicator for cursor modes, with tooltip.
    • ability to change cursor mode to use mode while 2 keys is held down.
    • ability to toggle cursor mode between take and drag modes using the 1 key.
  • CHANGED
    • battles such that players don't regain moves during battle.
    • retreat such that leaving a battle doesn't give one extra move to retreater.
  • FIXED
    • a bug that allowed skills to be deleted if using take/drop on a skill during game.
    • a bug that caused ground/camp items to disappear when crafting something that could stack on them.
    • a bug that caused scavenge locations to have wrong zoom after a resolution change.
    • a bug that sometimes caused null object to be put on ground when items degrade.
    • grouping of battle moves on battle screen (were appearing in random order each turn).
    • null pointer bug when dying in combat against multiple opponents.
  • REMOVED
    • conditions screen access when in melee combat.
    • skill/trait listings from condition screen.
Mar 5 2013, 6:16pm - VERSION: 0.964b
  • ADDED
    • ability to empty out object onto ground via context menu.
    • code to adjust creature equipment when resolution zoom changes.
    • code to clear context menu when switching item screens.
    • code to make spy button toggle cursor back to normal again.
    • code to prevent accidentally moving while clicking with spy cursor activated.
    • code to prevent crafting ingredients being dropped inside other crafting ingredients.
    • code to prevent crafting when there's no room for the output in ground/camp.
  • CHANGED
    • crafting and encounter items so they doncan't be filled with items from other screens.
    • item sorting button to use improved packing algorithm.
  • FIXED
    • a bug that allowed water purification pills to be consumed.
    • a bug that caused all scavenge locations to be deleted after first one used.
    • a bug that caused items to be deleted when dragged into crafting screen and back again.
    • a bug that caused some stacked items in crafting yield to be unplaceable in ingredients area.
    • a bug that prevented items from being used on wounds.
    • a bug that prevented water purification pills from being held in hands.
    • a null pointer bug when crafting an item using a stack of ingredients that came from a recent crafting yield.
    • bug that caused all creatures to leave same tile scent as player.
  • REMOVED
    • crafting button from encounter and battle screens.
Mar 1 2013, 1:46pm - VERSION: 0.963b
  • ADDED
    • code to regionalize creatures, so dogmen are more in the north, looters near DMC, and bandits/raiders in SW.
  • CHANGED
    • clean rags to only degrade over time while installed on a wound.
    • sleeping bags to stop degrading per hour.
  • FIXED
    • a bug that caused scavenging to fail if no tools selected.
Feb 28 2013, 3:27pm - VERSION: 0.962b
  • ADDED
    • code to allow aborting scavenge after seeing chances, but before choosing tools.
    • code to prevent dragging item copies from crafting screen to other screens.
    • code to prevent random encounters from appearing underneath player while loading game.
    • code to remember which page the quick recipes was set to when the player left the craft screen.
    • code to remove camp icon when player empties a camp.
    • leadership to AI, so some will follow others.
  • CHANGED
    • drunk condition to increase cooling rate rather than immediately drop core temp.
  • FIXED
    • a bug that caused container contents to be deleted when used in crafting.
    • a bug that caused degraded item contents to get stuck in slot.
    • a bug that caused quick recipes beyond page 1 to trigger recipes on page 1.
    • a bug that caused stacked conditions to not decrement effects correctly.
    • a null pointer bug that would occur when exiting craft screen after pressing a quick recipe button.
    • sleeping pill bottle contents in loot tables.
Feb 23 2013, 3:45pm - VERSION: 0.961b
  • FIXED
    • a bug that caused attackmode scaling issues when starting game.
    • a bug that caused equipped items to be duped during crafting.
    • a bug that caused items in nested containers to be drawn in wrong container after used in crafting.
    • a bug that caused items in some hexes to be scaled incorrectly when first entering them.
    • a bug that caused scavenge button to be hidden.
  • REMOVED
    • lighter fluid from game, since it was causing problems, but added little value to gameplay. Game just uses lighters now.
Feb 22 2013, 4:51pm - VERSION: 0.961b
  • ADDED
    • Greenlight link to title screen.
    • code to ask for user confirmation when switching graphics options.
    • code to drop game resolution if screen size crops important graphics options UI.
    • code to save graphics and mute preferences when changed.
    • graphics option to filter (antialias) game.
    • graphics option to stretch game to fit window.
    • graphics option to switch to fullscreen mode.
    • minimap hex colors for some hex types (water sources, DMC).
    • new help section to title screen.
    • new options to title screen for 800x450, 1360x768, 1600x900, and 2400x1350.
    • new, larger font for use in 1360x768 mode.
    • recipes for disassembling strapped or scoped 308.
    • right-click context menu entry for take/drop item.
    • scrolling to DMC map, with overlay instruction info.
    • sleeping pills to scavenge and junk store inventories.
  • BETA
    • + Demo
  • CHANGED
    • all recipe hints to lowercase, for alphabetical sorting.
    • all recipes which use charged items to list the charges explicitly as an ingredient, so charges would remain inside their container after used in crafting.
    • bluebottlegames.com to have an embedded 800x450 window, instead of 800x600.
    • clothes degrade and crafting recipes to each produce 5 rags and 5 strings, rather than just random number of rags.
    • conditions screen to show backpack and left/right hand slots, for easy item access.
    • container sizes for encounter input/response, and available skills/traits.
    • crafting UI such that quick recipes and available ingredients use same area, and are each their own tabs.
    • crafting to be a separate screen. Now uses item copies so as not to disturb buffs/debuffs while crafting (e.g. going blind when crafting with fire)
    • cursor to hourglass while crafting screen is loading (for cases with lots of items present)
    • ground and avail ingredients cap boxes to 29 cells high to fit 1360x768 mode.
    • inventory mouse controls to use click, double click, right click, and shift, intead of buttons/hotkeys.
    • loading screen alignment to fit on all resolutions.
    • main menu to only allow quit when in skill selection, due to crash bug when saving.
    • main menu to support "F1" hotkey, since "Esc" causes fullscreen to exit.
    • quick recipes to scroll using buttons that are closer to each other, instead of top and bottom of list.
    • skill selection screen layout, and added more empty slot space.
    • title screen artwork.
    • torch recipes to accept both clean and dirty rags.
  • FIXED
    • a bug in TransferAllItems which ignored stacks when container wasn't slotted.
    • a bug that caused double-counting of containers when calculating item value.
    • a bug that caused items to multiply when degrading in a pocket underneath another clothing item. (E.g. endless rags from pocket under squirrel tunic)
    • a bug that caused null pointer when opening crafting screen just before battle starts.
    • a bug that prevented savegames from storing current encounter page.
    • a null pointer bug when accessing camp just before a scavenge battle.
    • battle UI text fields not lining up when some long-named items are displayed.
    • bug preventing night vision augmentation from being used in scavenging.
    • bug that deleted camp items when right-clicking and choosing "craft."
    • bug that prevented leaving the augmentation clinic.
    • container sorting button missing on some pages.
    • issue with log window text scrolling inconsistently.
    • item dragging offset when unsocketing an item with image that changed height.
    • item rotation bug introduced in build 0.960.
    • pricing issues in diner.
Jan 18 2013, 1:14pm - VERSION: 0.960b
  • FIXED
    • bug that deleted camp items when right-clicking and choosing "craft."
    • bug that prevented leaving the augmentation clinic.
    • item rotation bug introduced in build 0.960.
    • pricing issues in diner.
Jan 17 2013, 3:26pm - VERSION: 0.960b
  • ADDED
    • a new, full-sized plot-related wilderness encounter. (1 of 3 that are randomly added to map at start of new game)
    • a new, unique (i.e. only one in each game) creature.
    • ability to enter DMC via gates (i.e. no more "orange alert\").
    • code to play DMC-specific music when inside the city
    • diner to DMC where player can buy meals.
    • medical augmentation clinic to DMC where player can get eye surgery and bionic eye replacement.
    • medical clinic to DMC where player can get diagnostics, care, and medicine.
    • mini encounter to introduce new creature.
    • new DMC gate illustration.
    • new ambient noises for when inside DMC walls.
    • new map art for when player is in the DMC.
    • new music tracks by Josh Culler for wilderness and city.
    • new pill type to game: sleeping pills.
    • new wilderness and city music tracks
    • night vision and telescopic zoom upgrade options for artificial eyes.
    • trigger to start city music when first entering DMC.
  • CHANGED
    • Radiation Bob encounter to have fewer fatal outcomes.
    • creature exposure algorithm to be more stable and predictable (using exp() instead of tan()).
    • item auto sort button to place bigger items before smaller ones, for better packing.
    • item auto-sort button to restore original item positions if something doesn't fit (bug caused misplaced/inaccessible items).
    • scavenging to be less frequent, less successful, and attract less creatures when near DMC, and normal when far from DMC.
    • skill and trait descriptions to contain more relevant info
  • FIXED
    • a bug in the junk market that allowed players to swap an item for something they cannot afford from the store.
    • a bug that allowed right-clicking on ghosted/faded items.
    • a bug that caused campsites and contents to get misplaced when AI looted player's current hex. (e.g. attacking player in their sleep)
    • a bug that caused player pop-up not to update when conditions changed.
    • a bug that caused recipe pop-up text to include actual headline text instead of generic newspaper ingredient.
    • a bug that caused rotated items to have clipped/wrong image when rotated 180 degrees (esp. after save/load).
    • a bug that prevented encounters from adding/subtracting money from player.
    • a bug that prevented hex loot icon from updating when items removed from ground.
    • a bug that prevented recipes and newpapers from stacking when in hands.
    • a null pointer bug when spawning creatures after scavenging.
    • music looping bug that caused loops to always start at 0s, and fade out for too long.
Nov 8 2012, 3:19pm - VERSION: 0.959b
  • CHANGED
    • "Delete" context menu to "Destroy."
    • code to let combatants see light-bearers, even if blind.
  • FIXED
    • a bug that caused missing items and incorrect stacking when sorting containers with stackable items.
    • a bug that caused money to be miscalculated when consuming items in junk store.
Nov 7 2012, 4:16pm - VERSION: 0.958b
  • ADDED
    • campsites to types of items that can't be deleted.
    • code to allow swapping item with smaller item in container if result would fit.
    • context menu buttons for use, delete, and craft item in inventory screen.
    • hardware mouse support.
    • right-click mouse handler.
  • FIXED
    • a bug that caused degrading items within a stack to remain in place.
    • a bug which caused AI to steal hex resource icons (e.g. lake, trees).
Nov 2 2012, 5:18pm - VERSION: 0.957b
  • FIXED
    • a bug that caused Jar of Screaming Eyes to be missing in Flash build.
    • a bug that caused degraded items to stay in place, generating debris infinitely (e.g. endless rags).
    • a bug that caused duplicated items in crafting.
    • a bug that caused recipes and newspapers to randomize in crafting and save/load.
    • quick recipe bug that caused missing ingredients to be accepted.
  • REMOVED
    • extra neck and ring slots, and made remaining ones allow stacked items.
Nov 1 2012, 3:01pm - VERSION: 0.956b
  • ADDED
    • AI morale effects for bravery/cowardice in combat.
  • FIXED
    • a bug that caused item to rotate when something stacked on it.
    • a bug that caused lighters to empty when used in crafting.
    • a bug that caused nested treasures to appear in wrong place.
Oct 31 2012, 11:30am - VERSION: 0.955b
  • ADDED
    • code to make AI equipment more weathered.
    • code to split loadgame process into pieces, so Flash wouldn't time out on large save files.
    • code to suppress map tutorial in subsequent games.
    • code to suppress scavenge tutorial in subsequent games.
    • meat cleaver recipes for squirrel meat and pelt.
    • new water resource hex art and hex types.
  • CHANGED
    • hidden lake to use marsh tile and smaller trigger radius.
    • item stacking so each item in stack has unique properties.
    • plains and hills to be barren of water, and water versions to always have water.
  • FIXED
    • a bug that allowed traits to be moved and deleted when save game loaded.
    • a bug that caused crashes when AI tried to loot a camp.
    • a bug that caused crashes when player and last combatant simultaneously retreat into same random hex.
    • a bug that caused faded battle moves.
    • a bug that caused load games to have empty encounters stored in queue (caused empty battle screen at end of battle sometimes).
    • a bug that caused previous battle's last moves to appear in current battle.
    • a bug that caused quick recipe button to duplicate ingredients.
    • a bug that caused sort button tool tips on map screen.
    • a bug that caused sound effects/music to get stuck or fail to fade out when window loses focus.
    • a bug that caused stacked consumables to be unusable.
    • a bug that caused stacked ingredients to disappear when crafting.
    • a bug that caused stacked items to stay ghosted after crafting.
    • a bug that kept adding starting encounters when loading a saved game.
    • bandages appearing in wrong place on game load.
    • bug that allowed items to be stacked on non-held slots (bandages on wounds, gloves, etc.).
    • dogman encounter image lighting.
    • item animating to off-screen even if destination was on-screen.
    • sort button popups appearing on map and when button not used.
  • REMOVED
    • squirrel pelt tunic from scavenge treasure tables.
Oct 11 2012, 8:50pm - VERSION: 0.954b
  • ADDED
    • The Blue Rot condition.
    • ability to lose random items, specific item types, and slot-specific items in encounters.
    • ability to sort items in some containers.
    • hepatitis and jaundice conditions.
    • random music playback to game.
    • several new random encounters, spread around map.
    • smallpox.
    • some new headlines.
    • some stats to game over screen.
    • three music tracks to game.
  • CHANGED
    • framerate lock from 30 to 60.
  • FIXED
    • a bug that caused stacked items to disappear when returned to their origin (e.g. misplacement).
    • bug in date when loading game.
    • loadgame bug that caused doubling of camp conditions if game saved in non-default campsite (e.g. cryo overheating).
    • sound playback bugs.
Sep 19 2012, 5:20pm - VERSION: 0.953b
  • CHANGED
    • blood loss to regenerate faster when empty, but metabolism body more.
    • low blood supply conditions to increase hunger and thirst rates.
  • FIXED
    • a bug that caused a crash on loading (PlayerCanSee tripped on null current hex).
    • a bug that caused disappearing items when switching weapons at the beginning of a battle initiated by scavenging.
    • last move showing moves from last battle.
    • quick recipe for quality torch using lighter fluid.
    • spelling error in Junk Market intro encounter.

For earlier build changelogs, please visit the Blue Bottle Games Monthly Archive, starting with the first beta update. These early builds were during the rapid prototyping phase of early development (sometimes multiple builds per day!), and typically included a smaller number of features.

And, for those interested in even further history, you can read about the earliest prototyping and development of NEO Scavenger before it was even called NEO Scavenger! Game Dev Gone Rogue is the blog I maintained to document my transition from life as a BioWare employee to becoming an indie dev. It includes posts about indie life, business, and early development of the game before I officially launched Blue Bottle Games.