Water Changes, AI Fixes, and More UI
Work continued today on the UI update, but before I dove into that, I had a few fixes to make.
First of all, two separate folks asked me about the way hydration works in NEO Scavenger. Both were pointing out that a bottle of water seemed to do less for hydration than they expected. Since I've heard this a few times in the past, too, I decided to go back and review the numbers. If you're interested, here's the data.
The result of the discussion is that I'm going to try making water stack up to 2 per drop, instead of the current 1. This should make the water bottle function more like the way it looks: as a 500mL bottle, instead of the current 250mL effects.
I also fixed some AI bugs that were pointed out, namely involving the ATN talking encounters. There were some gaps in the trigger coverage which caused some conversations to prematurely end, which I've filled in. I also added some code to prevent outstanding offers to talk from continuing into subsequent battles. Players had their talk triggers trimmed after battle, but I forgot to do NPCs, too.
I spent some time reviewing the ATN encounter, too. Some great points about the ATN's role in the world came up on the forums (both here and on Steam). I may need to update the encounter to explain some things better, and change some others.
Once those were done, I continued working on the 1024 width resolution option. So far, it seems like I can take the 800x450 UI and upgrade the larger sections of text to the larger font in a 1024x768 UI. Things like encounters, player conditions/stats on the item screen, and the message log. Other text, like UI labels near containers, may need to stay at small font size. And I can't make the items 2x without 1360 width (which is already a tight squeeze).
However, even then larger font in sections of large text should be an improvement for folks who struggled to read the tiny font on their 1024 and 1280 width monitors.
Work on that will continue tomorrow!