New Test Build, and Vacation

Hey Folks!

Just a reminder that I'll be on vacation from the 8th until the 27th, so things will be pretty quiet here. I'll be checking email periodically, just to cover any major issues that come up, but development updates will be on hold until I get back.

However, I've put together a test build for beta users to try out while I'm away.

New Test Build

All beta users can get access to a special "Test" build that I've uploaded today, v0.970t. It represents the latest updates and improvements to the crafting system, item identification, and several other bug fixes. However, it's highly experimental at this stage, so be forewarned it may be unstable.

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2013-05-07.png) Click the text links below the download badges on the beta page to get the "Test" version.

The main updates in the "Test" build are:

  • New Crafting System - The crafting system now uses item properties to determine crafting recipes, instead of specific item names. This means that many items now work as substitutes for other items. For instance, one can use t-shirts to kindle a fire, or rifle straps to make a splint, instead of just rags and a stick. Also, the crafting yield box now shows multiple output options, which you can choose from before confirming your crafting process.
  • Item Identification - Items requiring specialized knowledge now become automatically identified when the player has the right skills. This includes things like berries and mushrooms with botany, prescription drug names and medic, and bullets/guns with ranged. Some recipes are still required to identify items, such as boiling water.
  • Mouse-Scrolling on Map - It is now possible to scroll the map by clicking and holding the right mouse button, and dragging the direction you want to scroll.

To get the test version, click the text links below the download links on the beta page. The download button links still point to the 0.969b beta build, just in case the Test version turns out too unstable to play. Hopefully, this gives everyone the best of both worlds!

If it craps out, I apologize. I did my best to get something uploaded before I took off. However, I was able to play a fairly lengthy game before leaving, so I think you should be able to have a successful game with the test build. And I'm interested to see what everyone thinks of the changes.

If I don't get another chance to post before leaving, have a great couple of weeks, all!

Comments

Rovlad's picture
Rovlad

Didn't get to play long before leaving for work, but "quick recipes" are definitely MUCH more useful now, as the game chooses the ingredients itself, giving you quite helpful hints for item substitutes.
All in all, a definitely much more interesting crafting system than before. I'm sure there'll be kinks and quirks to iron out or even possibilites for player abuse, but as a proof of concept it definitely works.
Great job, and thanks for giving us the test version to play with.

Keldoclock's picture
Keldoclock

Speaking of kinks, I can't cook a squirrel meat! The game keeps thinking I'm trying to make a rough splint, instead of squirrel on a stick. I can't cook the squirrel in a pan or a can either, and I can use a can full of soup as an empty can in crafting recipes, despite it being sealed.

Rovlad's picture
Rovlad

Have you tried switching crafted item with left/right buttons at the right bottom of the crafting screen? It now supports multiple outputs.

Keldoclock's picture
Keldoclock

Indeed I have! the only options are to make a splint or to extinguish the fire.

Rovlad's picture
Rovlad

>I can use a can full of soup as an empty can in crafting recipes
I think this is working as intended, or rather, like it worked before - all items are considered "taken from containers" on the crafting screen. Soup can't exist while it's not in the can, so you can make a noise trap but you forfeit the soup in the process. :)

As for smoked squirrel meat - it's probably just a bug with item properties. I'm still effy about monkey wrench being a substitute for a branch in a tarp shelter. It'd be all wobbly and weird!

Rovlad's picture
Rovlad

Did I really write all that gay shit above? God I was drunk.

BeatYourHeadIn's picture
BeatYourHeadIn

I apologize for my ignorance, but for the life of me I cannot find the "beta page" where the test build download links are located. What am I missing?

IkeyJones's picture
IkeyJones

you log in, go to play beta on the right on the homepage thing. the downloads are at the bottom of the page.

on another note, you guys having trouble with millions of raiders? In my games there are roving groups of barefoot raiders who constantly attack me. Its getting kinda rough having to deal with raiders constantly.

dcfedor's picture
dcfedor

Thanks for trying out the test build, guys! And for the feedback. Sounds like that squirrel recipe might have a bug in it, so I'll have to check it out when I get back. The soup can sounds like it's working correctly, but I might have to make an icon or other indicator on the crafting page for items that are either being used as containers or equipped/worn.

I've had one other player mention that the game was becoming too combat-heavy, so I wonder if something happened to the creature balance in my last update or two. They should present a frequent threat, but not a constant one. It might be a bigger issue for play styles that stay put longer, though. Creatures tend to pile up in an area the longer the player is there, so perhaps that's causing the problem?

Dan Fedor - Founder, Blue Bottle Games

IkeyJones's picture
IkeyJones

yeah, i tend to stay near the beginning part until i get get enough food and water to move on. depending on how easy things are to find, i usually stay there 3 or 4 days. usually by the 2nd day, there's at least one group of 4. I tend to just smack em around until they're bleeding from the lungs and let em go.