0.962b Version Feedback & Bugs

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0.962b Version Feedback & Bugs
  • Added leadership to AI, so some will follow others.
  • Added code to allow aborting scavenge after seeing chances, but before choosing tools.
  • Added code to prevent dragging item copies from crafting screen to other screens.
  • Added code to remove camp icon when player empties a camp.
  • Added code to remember which page the quick recipes was set to when the player left the craft screen.
  • Fixed a bug that caused degraded item contents to get stuck in slot.
  • Fixed a bug that caused container contents to be deleted when used in crafting.
  • Fixed a bug that caused stacked conditions to not decrement effects correctly.
  • Fixed sleeping pill bottle contents in loot tables.
  • Fixed a null pointer bug that would occur when exiting craft screen after pressing a quick recipe button.
  • Fixed a bug that caused quick recipes beyond page 1 to trigger recipes on page 1.
  • Changed drunk condition to increase cooling rate rather than immediately drop core temp.

==Feedback==

Absolutely loving the addition of being able to back out of a scavenge event when loot values are shown. It's extremely helpful especially when scavenging closer to DMC (is it just me or is there like NO loot closer to the city in recent versions?).

==Bugs==

  • When scavenging a tile that has multiple buildings to scavenge, the others disappear after the first scavenging attempt, and do not reappear after moving off the tile or any other action (unseen yet as to whether or not AI loot deposits will bring them back).
  • When moving items around in inventory that take up multiple slots, occasionally the items will fill shared slots (i.e. when the bug occurs, separate stacks of string and screws will take up 6 shared/combined slots instead of 8)

Feel free to add your own feedback and bug finds! I'll add them to the list as they come.

is it just me or is there like NO loot closer to the city in recent versions?

I noticed this too, I assumed it was just to represent the areas close to the city being completely scavenged by the people living in the area.

I came to the same conclusion, was curious about whether or not it was intentional.

It is recent addition (from about two versions ago) and completely intentional, to prevent people from camping at easy spots near DMC and amassing wealth without any risk or encouragement to go into less populated areas. You should be able to find news post about it if you'll require more details.

I love this update, tons of new features and fixes.

When scavenging a tile that has multiple buildings to scavenge, the others disappear after the first scavenging attempt, and do not reappear after moving off the tile or any other action (unseen yet as to whether or not AI loot deposits will bring them back).

This might be by design, since you can't scavenge the same tile more than once*. Dan has said that tiles regenerate though, so you can go back later and try to scavenge the same tile again when it becomes available.

* in a row.

Mmm, I missed that in the news. Thanks for the heads up.

I hope it is a bug. I've pretty much been letting scavenge sites build up in some areas (strategically)to go back to them later, I'm relying on botany (without trapping) for my main food source so need quite alot of sites for it to be effective.

I would suspect it is a bug - there's hardly a point in offering several locations to scavenge (often of the same type) if only one of them can be checked. Plus, it worked in the past. Connected to that there may be an old issue of allowing selection of several locations for scavenging at once, but only one of them will ever be - while others will disappear.

It seems I missed this thread and posted this bug on my own... Here is the reply:
http://bluebottlegames.com/main/node/1472


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