New Test Build 0.9935b, Blue Rot Relief, Ambushes, Balancing, and Fixes

I've just finished uploading new test beta 0.9935b, which adds some Blue Rot relief, loot rebalancing, and fixes issues still found in v0.9934b.

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2014-08-28.png) The height of apocalyptic fashion.

The build is available to anyone who owns the beta at bluebottlegames.com, or on Desura and Steam. Desura (and therefore, Groupees) users can use Desura Connect to gain access here, or even get their Steam keys and try it on Steam.

To access the test build on the official site, simply visit the beta page, and click any of the download links below the usual Windows, Mac, and Linux buttons.

Steam users can access the test build by opting into the beta for it.

Updates Included in the Test Beta

Test beta 0.9935b includes the following changes:

  • 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 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 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 code that temporarily altered creature visibility and checked detection after each move was executed.

One of the biggest changes here is to the hiding and visibility system. Hiding is much more effective now, and can be used while moving at an added cost per move. Also, entering a battle unseen allows the player to ambush their opponents, choosing close or long starting range.

I've also tweaked Blue Rot to transmit at different ranges depending on how mature the disease is. Now, freshly-diseased people must be at range 0, while the most sick can transmit at range 3. Blue Rot will also innoculate the host if it survives phase 3.

Furthermore, I've added face masks to the game, to help stop the spread of disease. Rags and other cloth face coverings now have a chance to stop airborne diseases from spreading.

Loot tables have been tweaked to improve backpack chances slightly, while scavenge sites don't repopulate as quickly anymore.

And, of course, a host of bug fixes and other tweaks are included. Modders, in particular, may be interested in the new ChainCondition and m_fMoveCost properties on creatures, used to insta-add conditions when another condition is added, and alter the per-hex movement cost, respectively.

As always, let me know what you think of the changes, and if you notice any issues with the new build!

Comments

Kaaven's picture
Kaaven

The download file for the stand alone version, here on this site, is broken. Steam version works right though.


<--Mighty (mini)Mod of Doom-->
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dcfedor's picture
dcfedor

Thanks for the heads-up, Kaaven! Looks like the Windows .zip file upload was cut short. Re-uploading now!

Edit: Should be good now. Thanks again!

Dan Fedor - Founder, Blue Bottle Games

static1hazard's picture
static1hazard

Is it just me or the ambush changes throw game balance off a bit?
2/2 times i died from someone i never saw coming and all i could do was pass 1 turn recovering, then dying.
One was next to DMC gate even, right after Hatter. Maybe Myopia is a deadly trait now? :P

dcfedor's picture
dcfedor

At the moment, only players have the "ambush" screen letting them choose range. AI starts battle at the same range as in earlier builds when player doesn't see them.

However, it's possible the visibility code still needs tweaking. It's much harder to see creatures that are trying to remain hidden, which can cause players some grief if they are the recipient.

Dan Fedor - Founder, Blue Bottle Games

BigBadWolf85's picture
BigBadWolf85

Found what i think is ether a glitch or a tool, not sure which.
While holding Shift and moving to a new Hex gives Player Nan movement. (unlimited)
This is a great debug tool, but i cant find anything in forums to support that it is IN FACT a tool.
if it is a tool how do i turn it off??
Can not scavenge nor can i put backpacks into Travois.
Also, this dose turn off just temporarily after sleeping, i am able to scav. but once i move or end turn its back on.
-BBW

BigBadWolf85's picture
BigBadWolf85

Is that a burning Smudge Stick i see?? how do we start it? what effects do you plan on it having?

dcfedor's picture
dcfedor

The NaN bug may be due to using an old save game. Since v0.9935b has a new movement cost variable, old save games will have no value assigned, resulting in NaN. If this occurs in a fresh game started in v0.9935b, let me know!

Also, shift-move doesn't have any special features assigned. It might've been a coincidence.

The travois issue looks like an oversight in my part. Fixing now.

As for the burning smudge stick, yes! Though, it appears I forgot to add the recipe for it (doh!). I'll add that now, too. Thanks!

Dan Fedor - Founder, Blue Bottle Games

ChrisH4327's picture
ChrisH4327

Is there any difference between a dirty and a clean face mask? I am guessing there is but I am just making sure.