Default Beta Build Now 0.9922b

Since it has been relatively stable, I've just finished updating the default builds to 0.9922b on all sites. The "test" links are no longer necessary, and have been removed for now. This updates the following builds:

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2014-05-30.png) New Game Over screen, one of the recent changes.

The changes included since 0.987b are pretty numerous, so I've wrapped them in spoiler tags to save space:

Spoiler: Highlight to view
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.
Added code to warn user on loading screen if item was listed in data but never defined.
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.
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.
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 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.
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.
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 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 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.
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 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 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 empty-out button when in a store that doesn't buy player's items.

The major changes to watch out for include:

  • Loot frequency changes.
  • New t-shirt design winners and duffle bag items.
  • New item sound effects.
  • New Game Over screen.
  • ATN now more strict with its services.
  • Mod-merging is supported (see included readme.txt and modding forum)
  • Several bug fixes in both modding system and vanilla game.

As always, if there are any issues with the new build, let me know on the forums!

Comments

goldbit's picture
goldbit

Hello, I noticed you have the same thing listed two times in the spoiler list.
Here they are:

Changed junk loot table so sleds, carts, and painkillers more rare, and rubble/glass more common.

Changed sled frequency in loot tables to be lower.

Just to make sure , the sleds didn't get reduced twice did it?

dcfedor's picture
dcfedor

Good catch! And no, the sleds weren't downgraded twice. I rewrite the changelist sometimes to be easier to read, and probably just consolidated all loot changes into one line without removing the other. Thanks!

Dan Fedor - Founder, Blue Bottle Games